diff --git a/.eslintrc.js b/.eslintrc.js new file mode 100644 index 0000000..dd9fcbe --- /dev/null +++ b/.eslintrc.js @@ -0,0 +1,186 @@ +// https://eslint.org/docs/user-guide/configuring + +module.exports = { + root: true, + + parserOptions: { + parser: 'babel-eslint', + ecmaVersion: 2017, + sourceType: 'module', + }, + + env: { + browser: true, + }, + + extends: [ + 'eslint:recommended', + ], + + // required to lint *.vue files + plugins: [], + + globals: { + Promise: true, + Uint32Array: true, + Float32Array: true, + module: true, + require: true, + __dirname: true, + __filename: true, + process: true, + describe: true, + it: true, + before: true, + after: true, + beforeEach: true, + afterEach: true, + Buffer: true, + Set: true, + expect: true, + }, + + // add your custom rules here + rules: { + quotes: [ 'error', 'single' ], + + 'quote-props': [ 'error', 'as-needed' ], + + // allow debugger during development + 'no-debugger': process.env.NODE_ENV === 'production' ? 'error' : 'off', + + semi: 'error', + + 'comma-dangle': [ 'error', { + arrays: 'always-multiline', + objects: 'always-multiline', + imports: 'always-multiline', + exports: 'always-multiline', + functions: 'ignore', + } ], + + 'lines-around-comment': [ 'error', { + beforeLineComment: false, + beforeBlockComment: true, + } ], + + 'newline-per-chained-call': [ 'error', { + ignoreChainWithDepth: 2, + } ], + + 'arrow-parens': [ + 'error', + 'as-needed', + ], + + 'space-in-parens': [ + 'error', + 'always', + ], + + 'computed-property-spacing': [ + 'error', + 'always', + ], + + 'object-curly-spacing': [ + 'error', + 'always', + ], + + 'array-bracket-spacing': [ + 'error', + 'always', + ], + + 'no-cond-assign': 'error', + 'no-constant-condition': 'error', + 'no-dupe-args': 'error', + 'no-sparse-arrays': 'error', + 'no-unreachable': 'error', + 'valid-typeof': 'error', + curly: [ + 'error', + 'all', + ], + 'dot-notation': 'error', + 'guard-for-in': 'error', + 'no-caller': 'error', + 'no-eval': 'error', + 'no-lone-blocks': 'error', + 'no-new-func': 'error', + 'no-new-wrappers': 'error', + 'no-param-reassign': [ + 'error', { + props: false, + }, + ], + 'no-redeclare': 'error', + 'no-self-compare': 'error', + 'no-with': 'error', + radix: 'error', + 'vars-on-top': 'error', + 'wrap-iife': 'error', + yoda: [ + 'error', + 'never', + ], + 'no-shadow': 'error', + 'no-undef': 'error', + 'no-unused-vars': 'error', + 'brace-style': [ + 'error', + 'stroustrup', + ], + camelcase: [ + 'error', { + properties: 'always', + }, + ], + 'func-style': [ + 'error', + 'declaration', + ], + 'max-nested-callbacks': [ + 'error', + 7, + ], + 'no-array-constructor': 'error', + 'no-mixed-spaces-and-tabs': 'error', + 'no-nested-ternary': 'error', + 'no-var': 'off', + 'object-shorthand': [ + 'error', + 'always', + ], + 'prefer-const': 'error', + 'max-params': 'off', + 'space-before-function-paren': [ + 'error', { + anonymous: 'never', + named: 'never', + }, + ], + 'prefer-arrow-callback': 'off', + 'max-depth': [ + 'error', + 4, + ], + 'no-implicit-coercion': 'off', + complexity: 'off', + 'prefer-template': 'off', + 'babel/new-cap': 'off', + 'new-cap': [ + 'error', { + properties: false, + }, + ], + 'no-loop-func': 'off', + 'no-warning-comments': [ 'error', { + terms: [ 'fixme' ], + location: 'anywhere', + } ], + 'no-console': 'off', + indent: [ 'error', 'tab', { SwitchCase: 1 } ], + }, +}; diff --git a/.jsbeautifyrc b/.jsbeautifyrc deleted file mode 100644 index da12aa7..0000000 --- a/.jsbeautifyrc +++ /dev/null @@ -1,18 +0,0 @@ -{ - "indent_size": 4, - "indent_char": " ", - "indent_level": 0, - "indent_with_tabs": false, - "preserve_newlines": true, - "max_preserve_newlines": 10, - "jslint_happy": false, - "brace_style": "end-expand", - "keep_array_indentation": false, - "keep_function_indentation": false, - "space_before_conditional": true, - "break_chained_methods": false, - "eval_code": false, - "unescape_strings": false, - "wrap_line_length": 0, - "space_in_paren": true -} diff --git a/.jshintrc b/.jshintrc deleted file mode 100644 index 50940a0..0000000 --- a/.jshintrc +++ /dev/null @@ -1,64 +0,0 @@ -{ - // Settings - "passfail" : true, // Stop on first error. - "maxerr" : 100, // Maximum errors before stopping. - - // Predefined globals whom JSHint will ignore. - "browser" : true, // Standard browser globals e.g. `window`, `document`. - - "node" : false, - "rhino" : false, - "couch" : false, - - "jquery" : false, - "prototypejs" : false, - "mootools" : false, - "dojo" : false, - - "predef" : [ // Extra globals. - "SPE", - "THREE", - "define", - "module" - ], - - // Development. - "debug" : false, // Allow debugger statements e.g. browser breakpoints. - "devel" : true, // Allow development statements e.g. `console.log();`. - - // EcmaScript 5. - "strict" : true, // Require `use strict` pragma in every file. - "globalstrict" : false, // Allow global "use strict" (also enables 'strict'). - - // The Good Parts. - "asi" : false, // Tolerate Automatic Semicolon Insertion (no semicolons). - "laxbreak" : false, // Tolerate unsafe line breaks e.g. `return [\n] x` without semicolons. - "bitwise" : false, // Prohibit bitwise operators (&, |, ^, etc.). - "boss" : true, // Tolerate assignments inside if, for & while. Usually conditions & loops are for comparison, not assignments. - "curly" : true, // Require {} for every new block or scope. - "eqeqeq" : false, // Require triple equals i.e. `===`. - "eqnull" : false, // Tolerate use of `== null`. - "evil" : false, // Tolerate use of `eval`. - "expr" : true, // Tolerate `ExpressionStatement` as Programs. - "forin" : false, // Tolerate `for in` loops without `hasOwnPrototype`. - "immed" : true, // Require immediate invocations to be wrapped in parens e.g. `( function(){}() );` - "latedef" : true, // Prohibit variable use before definition. - "loopfunc" : true, // Allow functions to be defined within loops. - "noarg" : true, // Prohibit use of `arguments.caller` and `arguments.callee`. - "regexp" : false, // Prohibit `.` and `[^...]` in regular expressions. - "regexdash" : false, // Tolerate unescaped last dash i.e. `[-...]`. - "scripturl" : true, // Tolerate script-targeted URLs. - "shadow" : true, // Allows re-define variables later in code e.g. `var x=1; x=2;`. - "supernew" : false, // Tolerate `new function () { ... };` and `new Object;`. - "undef" : true, // Require all non-global variables be declared before they are used. - - // Persone styling prefrences. - "newcap" : true, // Require capitalization of all constructor functions e.g. `new F()`. - "noempty" : true, // Prohibit use of empty blocks. - "nonew" : true, // Prohibit use of constructors for side-effects. - "nomen" : false, // Prohibit use of initial or trailing underbars in names. - "onevar" : false, // Allow only one `var` statement per function. - "plusplus" : false, // Prohibit use of `++` & `--`. - "sub" : false, // Tolerate all forms of subscript notation besides dot notation e.g. `dict['key']` instead of `dict.key`. - "trailing" : true // Prohibit trailing whitespaces. -} diff --git a/bower.json b/bower.json deleted file mode 100644 index 00ff839..0000000 --- a/bower.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "ShaderParticleEngine", - "version": "1.0.6", - "homepage": "http://squarefeet.github.io/ShaderParticleEngine/", - "authors": [ - "Luke Moody" - ], - "ignore": [ - "examples", - "presets", - "src", - "tests", - "docs" - ], - "description": "", - "main": "build/SPE.min.js", - "moduleType": [], - "license": "MIT" -} diff --git a/build/SPE.js b/build/SPE.js deleted file mode 100644 index 92ee19c..0000000 --- a/build/SPE.js +++ /dev/null @@ -1,3588 +0,0 @@ -/* shader-particle-engine 1.0.6 - * - * (c) 2015 Luke Moody (http://www.github.com/squarefeet) - * Originally based on Lee Stemkoski's original work (https://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/js/ParticleEngine.js). - * - * shader-particle-engine may be freely distributed under the MIT license (See LICENSE at root of this repository.) - */ -/** - * @typedef {Number} distribution - * @property {Number} SPE.distributions.BOX Values will be distributed within a box. - * @property {Number} SPE.distributions.SPHERE Values will be distributed within a sphere. - * @property {Number} SPE.distributions.DISC Values will be distributed within a 2D disc. - */ - -/** - * Namespace for Shader Particle Engine. - * - * All SPE-related code sits under this namespace. - * - * @type {Object} - * @namespace - */ -var SPE = { - - /** - * A map of supported distribution types used - * by SPE.Emitter instances. - * - * These distribution types can be applied to - * an emitter globally, which will affect the - * `position`, `velocity`, and `acceleration` - * value calculations for an emitter, or they - * can be applied on a per-property basis. - * - * @enum {Number} - */ - distributions: { - /** - * Values will be distributed within a box. - * @type {Number} - */ - BOX: 1, - - /** - * Values will be distributed on a sphere. - * @type {Number} - */ - SPHERE: 2, - - /** - * Values will be distributed on a 2d-disc shape. - * @type {Number} - */ - DISC: 3, - - /** - * Values will be distributed along a line. - * @type {Number} - */ - LINE: 4 - }, - - - /** - * Set this value to however many 'steps' you - * want value-over-lifetime properties to have. - * - * It's adjustable to fix an interpolation problem: - * - * Assuming you specify an opacity value as [0, 1, 0] - * and the `valueOverLifetimeLength` is 4, then the - * opacity value array will be reinterpolated to - * be [0, 0.66, 0.66, 0]. - * This isn't ideal, as particles would never reach - * full opacity. - * - * NOTE: - * This property affects the length of ALL - * value-over-lifetime properties for ALL - * emitters and ALL groups. - * - * Only values >= 3 && <= 4 are allowed. - * - * @type {Number} - */ - valueOverLifetimeLength: 4 -}; - -// Module loader support: -if ( typeof define === 'function' && define.amd ) { - define( 'spe', SPE ); -} -else if ( typeof exports !== 'undefined' && typeof module !== 'undefined' ) { - module.exports = SPE; -} - - -/** - * A helper class for TypedArrays. - * - * Allows for easy resizing, assignment of various component-based - * types (Vector2s, Vector3s, Vector4s, Mat3s, Mat4s), - * as well as Colors (where components are `r`, `g`, `b`), - * Numbers, and setting from other TypedArrays. - * - * @author Luke Moody - * @constructor - * @param {Function} TypedArrayConstructor The constructor to use (Float32Array, Uint8Array, etc.) - * @param {Number} size The size of the array to create - * @param {Number} componentSize The number of components per-value (ie. 3 for a vec3, 9 for a Mat3, etc.) - * @param {Number} indexOffset The index in the array from which to start assigning values. Default `0` if none provided - */ -SPE.TypedArrayHelper = function( TypedArrayConstructor, size, componentSize, indexOffset ) { - 'use strict'; - - this.componentSize = componentSize || 1; - this.size = ( size || 1 ); - this.TypedArrayConstructor = TypedArrayConstructor || Float32Array; - this.array = new TypedArrayConstructor( size * this.componentSize ); - this.indexOffset = indexOffset || 0; -}; - -SPE.TypedArrayHelper.constructor = SPE.TypedArrayHelper; - -/** - * Sets the size of the internal array. - * - * Delegates to `this.shrink` or `this.grow` depending on size - * argument's relation to the current size of the internal array. - * - * Note that if the array is to be shrunk, data will be lost. - * - * @param {Number} size The new size of the array. - */ -SPE.TypedArrayHelper.prototype.setSize = function( size, noComponentMultiply ) { - 'use strict'; - - var currentArraySize = this.array.length; - - if ( !noComponentMultiply ) { - size = size * this.componentSize; - } - - if ( size < currentArraySize ) { - return this.shrink( size ); - } - else if ( size > currentArraySize ) { - return this.grow( size ); - } - else { - console.info( 'TypedArray is already of size:', size + '.', 'Will not resize.' ); - } -}; - -/** - * Shrinks the internal array. - * - * @param {Number} size The new size of the typed array. Must be smaller than `this.array.length`. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.shrink = function( size ) { - 'use strict'; - - this.array = this.array.subarray( 0, size ); - this.size = size; - return this; -}; - -/** - * Grows the internal array. - * @param {Number} size The new size of the typed array. Must be larger than `this.array.length`. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.grow = function( size ) { - 'use strict'; - - var existingArray = this.array, - newArray = new this.TypedArrayConstructor( size ); - - newArray.set( existingArray ); - this.array = newArray; - this.size = size; - - return this; -}; - - -/** - * Perform a splice operation on this array's buffer. - * @param {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute. - * @param {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute. - * @returns {Object} The SPE.TypedArrayHelper instance. - */ -SPE.TypedArrayHelper.prototype.splice = function( start, end ) { - 'use strict'; - start *= this.componentSize; - end *= this.componentSize; - - var data = [], - array = this.array, - size = array.length; - - for ( var i = 0; i < size; ++i ) { - if ( i < start || i >= end ) { - data.push( array[ i ] ); - } - // array[ i ] = 0; - } - - this.setFromArray( 0, data ); - - return this; -}; - - -/** - * Copies from the given TypedArray into this one, using the index argument - * as the start position. Alias for `TypedArray.set`. Will automatically resize - * if the given source array is of a larger size than the internal array. - * - * @param {Number} index The start position from which to copy into this array. - * @param {TypedArray} array The array from which to copy; the source array. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setFromArray = function( index, array ) { - 'use strict'; - - var sourceArraySize = array.length, - newSize = index + sourceArraySize; - - if ( newSize > this.array.length ) { - this.grow( newSize ); - } - else if ( newSize < this.array.length ) { - this.shrink( newSize ); - } - - this.array.set( array, this.indexOffset + index ); - - return this; -}; - -/** - * Set a Vector2 value at `index`. - * - * @param {Number} index The index at which to set the vec2 values from. - * @param {Vector2} vec2 Any object that has `x` and `y` properties. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setVec2 = function( index, vec2 ) { - 'use strict'; - - return this.setVec2Components( index, vec2.x, vec2.y ); -}; - -/** - * Set a Vector2 value using raw components. - * - * @param {Number} index The index at which to set the vec2 values from. - * @param {Number} x The Vec2's `x` component. - * @param {Number} y The Vec2's `y` component. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setVec2Components = function( index, x, y ) { - 'use strict'; - - var array = this.array, - i = this.indexOffset + ( index * this.componentSize ); - - array[ i ] = x; - array[ i + 1 ] = y; - return this; -}; - -/** - * Set a Vector3 value at `index`. - * - * @param {Number} index The index at which to set the vec3 values from. - * @param {Vector3} vec2 Any object that has `x`, `y`, and `z` properties. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setVec3 = function( index, vec3 ) { - 'use strict'; - - return this.setVec3Components( index, vec3.x, vec3.y, vec3.z ); -}; - -/** - * Set a Vector3 value using raw components. - * - * @param {Number} index The index at which to set the vec3 values from. - * @param {Number} x The Vec3's `x` component. - * @param {Number} y The Vec3's `y` component. - * @param {Number} z The Vec3's `z` component. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setVec3Components = function( index, x, y, z ) { - 'use strict'; - - var array = this.array, - i = this.indexOffset + ( index * this.componentSize ); - - array[ i ] = x; - array[ i + 1 ] = y; - array[ i + 2 ] = z; - return this; -}; - -/** - * Set a Vector4 value at `index`. - * - * @param {Number} index The index at which to set the vec4 values from. - * @param {Vector4} vec2 Any object that has `x`, `y`, `z`, and `w` properties. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setVec4 = function( index, vec4 ) { - 'use strict'; - - return this.setVec4Components( index, vec4.x, vec4.y, vec4.z, vec4.w ); -}; - -/** - * Set a Vector4 value using raw components. - * - * @param {Number} index The index at which to set the vec4 values from. - * @param {Number} x The Vec4's `x` component. - * @param {Number} y The Vec4's `y` component. - * @param {Number} z The Vec4's `z` component. - * @param {Number} w The Vec4's `w` component. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setVec4Components = function( index, x, y, z, w ) { - 'use strict'; - - var array = this.array, - i = this.indexOffset + ( index * this.componentSize ); - - array[ i ] = x; - array[ i + 1 ] = y; - array[ i + 2 ] = z; - array[ i + 3 ] = w; - return this; -}; - -/** - * Set a Matrix3 value at `index`. - * - * @param {Number} index The index at which to set the matrix values from. - * @param {Matrix3} mat3 The 3x3 matrix to set from. Must have a TypedArray property named `elements` to copy from. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setMat3 = function( index, mat3 ) { - 'use strict'; - - return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat3.elements ); -}; - -/** - * Set a Matrix4 value at `index`. - * - * @param {Number} index The index at which to set the matrix values from. - * @param {Matrix4} mat3 The 4x4 matrix to set from. Must have a TypedArray property named `elements` to copy from. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setMat4 = function( index, mat4 ) { - 'use strict'; - - return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat4.elements ); -}; - -/** - * Set a Color value at `index`. - * - * @param {Number} index The index at which to set the vec3 values from. - * @param {Color} color Any object that has `r`, `g`, and `b` properties. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setColor = function( index, color ) { - 'use strict'; - - return this.setVec3Components( index, color.r, color.g, color.b ); -}; - -/** - * Set a Number value at `index`. - * - * @param {Number} index The index at which to set the vec3 values from. - * @param {Number} numericValue The number to assign to this index in the array. - * @return {SPE.TypedArrayHelper} Instance of this class. - */ -SPE.TypedArrayHelper.prototype.setNumber = function( index, numericValue ) { - 'use strict'; - - this.array[ this.indexOffset + ( index * this.componentSize ) ] = numericValue; - return this; -}; - -/** - * Returns the value of the array at the given index, taking into account - * the `indexOffset` property of this class. - * - * Note that this function ignores the component size and will just return a - * single value. - * - * @param {Number} index The index in the array to fetch. - * @return {Number} The value at the given index. - */ -SPE.TypedArrayHelper.prototype.getValueAtIndex = function( index ) { - 'use strict'; - - return this.array[ this.indexOffset + index ]; -}; - -/** - * Returns the component value of the array at the given index, taking into account - * the `indexOffset` property of this class. - * - * If the componentSize is set to 3, then it will return a new TypedArray - * of length 3. - * - * @param {Number} index The index in the array to fetch. - * @return {TypedArray} The component value at the given index. - */ -SPE.TypedArrayHelper.prototype.getComponentValueAtIndex = function( index ) { - 'use strict'; - - return this.array.subarray( this.indexOffset + ( index * this.componentSize ) ); -}; - -/** - * A helper to handle creating and updating a THREE.BufferAttribute instance. - * - * @author Luke Moody - * @constructor - * @param {String} type The buffer attribute type. See SPE.ShaderAttribute.typeSizeMap for valid values. - * @param {Boolean=} dynamicBuffer Whether this buffer attribute should be marked as dynamic or not. - * @param {Function=} arrayType A reference to a TypedArray constructor. Defaults to Float32Array if none provided. - */ -SPE.ShaderAttribute = function( type, dynamicBuffer, arrayType ) { - 'use strict'; - - var typeMap = SPE.ShaderAttribute.typeSizeMap; - - this.type = typeof type === 'string' && typeMap.hasOwnProperty( type ) ? type : 'f'; - this.componentSize = typeMap[ this.type ]; - this.arrayType = arrayType || Float32Array; - this.typedArray = null; - this.bufferAttribute = null; - this.dynamicBuffer = !!dynamicBuffer; - - this.updateMin = 0; - this.updateMax = 0; -}; - -SPE.ShaderAttribute.constructor = SPE.ShaderAttribute; - -/** - * A map of uniform types to their component size. - * @enum {Number} - */ -SPE.ShaderAttribute.typeSizeMap = { - /** - * Float - * @type {Number} - */ - f: 1, - - /** - * Vec2 - * @type {Number} - */ - v2: 2, - - /** - * Vec3 - * @type {Number} - */ - v3: 3, - - /** - * Vec4 - * @type {Number} - */ - v4: 4, - - /** - * Color - * @type {Number} - */ - c: 3, - - /** - * Mat3 - * @type {Number} - */ - m3: 9, - - /** - * Mat4 - * @type {Number} - */ - m4: 16 -}; - -/** - * Calculate the minimum and maximum update range for this buffer attribute using - * component size independant min and max values. - * - * @param {Number} min The start of the range to mark as needing an update. - * @param {Number} max The end of the range to mark as needing an update. - */ -SPE.ShaderAttribute.prototype.setUpdateRange = function( min, max ) { - 'use strict'; - - this.updateMin = Math.min( min * this.componentSize, this.updateMin * this.componentSize ); - this.updateMax = Math.max( max * this.componentSize, this.updateMax * this.componentSize ); -}; - -/** - * Calculate the number of indices that this attribute should mark as needing - * updating. Also marks the attribute as needing an update. - */ -SPE.ShaderAttribute.prototype.flagUpdate = function() { - 'use strict'; - - var attr = this.bufferAttribute, - range = attr.updateRange; - - range.offset = this.updateMin; - range.count = Math.min( ( this.updateMax - this.updateMin ) + this.componentSize, this.typedArray.array.length ); - // console.log( range.offset, range.count, this.typedArray.array.length ); - // console.log( 'flagUpdate:', range.offset, range.count ); - attr.needsUpdate = true; -}; - - - -/** - * Reset the index update counts for this attribute - */ -SPE.ShaderAttribute.prototype.resetUpdateRange = function() { - 'use strict'; - - this.updateMin = 0; - this.updateMax = 0; -}; - -SPE.ShaderAttribute.prototype.resetDynamic = function() { - 'use strict'; - this.bufferAttribute.dynamic = this.dynamicBuffer; -}; - -/** - * Perform a splice operation on this attribute's buffer. - * @param {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute. - * @param {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute. - */ -SPE.ShaderAttribute.prototype.splice = function( start, end ) { - 'use strict'; - - this.typedArray.splice( start, end ); - - // Reset the reference to the attribute's typed array - // since it has probably changed. - this.forceUpdateAll(); -}; - -SPE.ShaderAttribute.prototype.forceUpdateAll = function() { - 'use strict'; - - this.bufferAttribute.array = this.typedArray.array; - this.bufferAttribute.updateRange.offset = 0; - this.bufferAttribute.updateRange.count = -1; - this.bufferAttribute.dynamic = false; - this.bufferAttribute.needsUpdate = true; -}; - -/** - * Make sure this attribute has a typed array associated with it. - * - * If it does, then it will ensure the typed array is of the correct size. - * - * If not, a new SPE.TypedArrayHelper instance will be created. - * - * @param {Number} size The size of the typed array to create or update to. - */ -SPE.ShaderAttribute.prototype._ensureTypedArray = function( size ) { - 'use strict'; - - // Condition that's most likely to be true at the top: no change. - if ( this.typedArray !== null && this.typedArray.size === size * this.componentSize ) { - return; - } - - // Resize the array if we need to, telling the TypedArrayHelper to - // ignore it's component size when evaluating size. - else if ( this.typedArray !== null && this.typedArray.size !== size ) { - this.typedArray.setSize( size ); - } - - // This condition should only occur once in an attribute's lifecycle. - else if ( this.typedArray === null ) { - this.typedArray = new SPE.TypedArrayHelper( this.arrayType, size, this.componentSize ); - } -}; - - -/** - * Creates a THREE.BufferAttribute instance if one doesn't exist already. - * - * Ensures a typed array is present by calling _ensureTypedArray() first. - * - * If a buffer attribute exists already, then it will be marked as needing an update. - * - * @param {Number} size The size of the typed array to create if one doesn't exist, or resize existing array to. - */ -SPE.ShaderAttribute.prototype._createBufferAttribute = function( size ) { - 'use strict'; - - // Make sure the typedArray is present and correct. - this._ensureTypedArray( size ); - - // Don't create it if it already exists, but do - // flag that it needs updating on the next render - // cycle. - if ( this.bufferAttribute !== null ) { - this.bufferAttribute.array = this.typedArray.array; - - // Since THREE.js version 81, dynamic count calculation was removed - // so I need to do it manually here. - // - // In the next minor release, I may well remove this check and force - // dependency on THREE r81+. - if ( parseFloat( THREE.REVISION ) >= 81 ) { - this.bufferAttribute.count = this.bufferAttribute.array.length / this.bufferAttribute.itemSize; - } - - this.bufferAttribute.needsUpdate = true; - return; - } - - this.bufferAttribute = new THREE.BufferAttribute( this.typedArray.array, this.componentSize ); - this.bufferAttribute.dynamic = this.dynamicBuffer; -}; - -/** - * Returns the length of the typed array associated with this attribute. - * @return {Number} The length of the typed array. Will be 0 if no typed array has been created yet. - */ -SPE.ShaderAttribute.prototype.getLength = function() { - 'use strict'; - - if ( this.typedArray === null ) { - return 0; - } - - return this.typedArray.array.length; -}; - - -SPE.shaderChunks = { - // Register color-packing define statements. - defines: [ - '#define PACKED_COLOR_SIZE 256.0', - '#define PACKED_COLOR_DIVISOR 255.0' - ].join( '\n' ), - - // All uniforms used by vertex / fragment shaders - uniforms: [ - 'uniform float deltaTime;', - 'uniform float runTime;', - 'uniform sampler2D texture;', - 'uniform vec4 textureAnimation;', - 'uniform float scale;', - ].join( '\n' ), - - // All attributes used by the vertex shader. - // - // Note that some attributes are squashed into other ones: - // - // * Drag is acceleration.w - attributes: [ - 'attribute vec4 acceleration;', - 'attribute vec3 velocity;', - 'attribute vec4 rotation;', - 'attribute vec3 rotationCenter;', - 'attribute vec4 params;', - 'attribute vec4 size;', - 'attribute vec4 angle;', - 'attribute vec4 color;', - 'attribute vec4 opacity;' - ].join( '\n' ), - - // - varyings: [ - 'varying vec4 vColor;', - '#ifdef SHOULD_ROTATE_TEXTURE', - ' varying float vAngle;', - '#endif', - - '#ifdef SHOULD_CALCULATE_SPRITE', - ' varying vec4 vSpriteSheet;', - '#endif' - ].join( '\n' ), - - - // Branch-avoiding comparison fns - // - http://theorangeduck.com/page/avoiding-shader-conditionals - branchAvoidanceFunctions: [ - 'float when_gt(float x, float y) {', - ' return max(sign(x - y), 0.0);', - '}', - - 'float when_lt(float x, float y) {', - ' return min( max(1.0 - sign(x - y), 0.0), 1.0 );', - '}', - - 'float when_eq( float x, float y ) {', - ' return 1.0 - abs( sign( x - y ) );', - '}', - - 'float when_ge(float x, float y) {', - ' return 1.0 - when_lt(x, y);', - '}', - - 'float when_le(float x, float y) {', - ' return 1.0 - when_gt(x, y);', - '}', - - // Branch-avoiding logical operators - // (to be used with above comparison fns) - 'float and(float a, float b) {', - ' return a * b;', - '}', - - 'float or(float a, float b) {', - ' return min(a + b, 1.0);', - '}', - ].join( '\n' ), - - - // From: - // - http://stackoverflow.com/a/12553149 - // - https://stackoverflow.com/questions/22895237/hexadecimal-to-rgb-values-in-webgl-shader - unpackColor: [ - 'vec3 unpackColor( in float hex ) {', - ' vec3 c = vec3( 0.0 );', - - ' float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );', - ' float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );', - ' float b = mod( hex, PACKED_COLOR_SIZE );', - - ' c.r = r / PACKED_COLOR_DIVISOR;', - ' c.g = g / PACKED_COLOR_DIVISOR;', - ' c.b = b / PACKED_COLOR_DIVISOR;', - - ' return c;', - '}', - ].join( '\n' ), - - unpackRotationAxis: [ - 'vec3 unpackRotationAxis( in float hex ) {', - ' vec3 c = vec3( 0.0 );', - - ' float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );', - ' float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );', - ' float b = mod( hex, PACKED_COLOR_SIZE );', - - ' c.r = r / PACKED_COLOR_DIVISOR;', - ' c.g = g / PACKED_COLOR_DIVISOR;', - ' c.b = b / PACKED_COLOR_DIVISOR;', - - ' c *= vec3( 2.0 );', - ' c -= vec3( 1.0 );', - - ' return c;', - '}', - ].join( '\n' ), - - floatOverLifetime: [ - 'float getFloatOverLifetime( in float positionInTime, in vec4 attr ) {', - ' highp float value = 0.0;', - ' float deltaAge = positionInTime * float( VALUE_OVER_LIFETIME_LENGTH - 1 );', - ' float fIndex = 0.0;', - ' float shouldApplyValue = 0.0;', - - // This might look a little odd, but it's faster in the testing I've done than using branches. - // Uses basic maths to avoid branching. - // - // Take a look at the branch-avoidance functions defined above, - // and be sure to check out The Orange Duck site where I got this - // from (link above). - - // Fix for static emitters (age is always zero). - ' value += attr[ 0 ] * when_eq( deltaAge, 0.0 );', - '', - ' for( int i = 0; i < VALUE_OVER_LIFETIME_LENGTH - 1; ++i ) {', - ' fIndex = float( i );', - ' shouldApplyValue = and( when_gt( deltaAge, fIndex ), when_le( deltaAge, fIndex + 1.0 ) );', - ' value += shouldApplyValue * mix( attr[ i ], attr[ i + 1 ], deltaAge - fIndex );', - ' }', - '', - ' return value;', - '}', - ].join( '\n' ), - - colorOverLifetime: [ - 'vec3 getColorOverLifetime( in float positionInTime, in vec3 color1, in vec3 color2, in vec3 color3, in vec3 color4 ) {', - ' vec3 value = vec3( 0.0 );', - ' value.x = getFloatOverLifetime( positionInTime, vec4( color1.x, color2.x, color3.x, color4.x ) );', - ' value.y = getFloatOverLifetime( positionInTime, vec4( color1.y, color2.y, color3.y, color4.y ) );', - ' value.z = getFloatOverLifetime( positionInTime, vec4( color1.z, color2.z, color3.z, color4.z ) );', - ' return value;', - '}', - ].join( '\n' ), - - paramFetchingFunctions: [ - 'float getAlive() {', - ' return params.x;', - '}', - - 'float getAge() {', - ' return params.y;', - '}', - - 'float getMaxAge() {', - ' return params.z;', - '}', - - 'float getWiggle() {', - ' return params.w;', - '}', - ].join( '\n' ), - - forceFetchingFunctions: [ - 'vec4 getPosition( in float age ) {', - ' return modelViewMatrix * vec4( position, 1.0 );', - '}', - - 'vec3 getVelocity( in float age ) {', - ' return velocity * age;', - '}', - - 'vec3 getAcceleration( in float age ) {', - ' return acceleration.xyz * age;', - '}', - ].join( '\n' ), - - - rotationFunctions: [ - // Huge thanks to: - // - http://www.neilmendoza.com/glsl-rotation-about-an-arbitrary-axis/ - '#ifdef SHOULD_ROTATE_PARTICLES', - ' mat4 getRotationMatrix( in vec3 axis, in float angle) {', - ' axis = normalize(axis);', - ' float s = sin(angle);', - ' float c = cos(angle);', - ' float oc = 1.0 - c;', - '', - ' return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,', - ' oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,', - ' oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,', - ' 0.0, 0.0, 0.0, 1.0);', - ' }', - '', - ' vec3 getRotation( in vec3 pos, in float positionInTime ) {', - ' if( rotation.y == 0.0 ) {', - ' return pos;', - ' }', - '', - ' vec3 axis = unpackRotationAxis( rotation.x );', - ' vec3 center = rotationCenter;', - ' vec3 translated;', - ' mat4 rotationMatrix;', - - ' float angle = 0.0;', - ' angle += when_eq( rotation.z, 0.0 ) * rotation.y;', - ' angle += when_gt( rotation.z, 0.0 ) * mix( 0.0, rotation.y, positionInTime );', - ' translated = rotationCenter - pos;', - ' rotationMatrix = getRotationMatrix( axis, angle );', - ' return center - vec3( rotationMatrix * vec4( translated, 0.0 ) );', - ' }', - '#endif' - ].join( '\n' ), - - - // Fragment chunks - rotateTexture: [ - ' vec2 vUv = vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );', - '', - ' #ifdef SHOULD_ROTATE_TEXTURE', - ' float x = gl_PointCoord.x - 0.5;', - ' float y = 1.0 - gl_PointCoord.y - 0.5;', - ' float c = cos( -vAngle );', - ' float s = sin( -vAngle );', - - ' vUv = vec2( c * x + s * y + 0.5, c * y - s * x + 0.5 );', - ' #endif', - '', - - // Spritesheets overwrite angle calculations. - ' #ifdef SHOULD_CALCULATE_SPRITE', - ' float framesX = vSpriteSheet.x;', - ' float framesY = vSpriteSheet.y;', - ' float columnNorm = vSpriteSheet.z;', - ' float rowNorm = vSpriteSheet.w;', - - ' vUv.x = gl_PointCoord.x * framesX + columnNorm;', - ' vUv.y = 1.0 - (gl_PointCoord.y * framesY + rowNorm);', - ' #endif', - - '', - ' vec4 rotatedTexture = texture2D( texture, vUv );', - ].join( '\n' ) -}; - -SPE.shaders = { - vertex: [ - SPE.shaderChunks.defines, - SPE.shaderChunks.uniforms, - SPE.shaderChunks.attributes, - SPE.shaderChunks.varyings, - - THREE.ShaderChunk.common, - THREE.ShaderChunk.logdepthbuf_pars_vertex, - THREE.ShaderChunk.fog_pars_vertex, - - SPE.shaderChunks.branchAvoidanceFunctions, - SPE.shaderChunks.unpackColor, - SPE.shaderChunks.unpackRotationAxis, - SPE.shaderChunks.floatOverLifetime, - SPE.shaderChunks.colorOverLifetime, - SPE.shaderChunks.paramFetchingFunctions, - SPE.shaderChunks.forceFetchingFunctions, - SPE.shaderChunks.rotationFunctions, - - - 'void main() {', - - - // - // Setup... - // - ' highp float age = getAge();', - ' highp float alive = getAlive();', - ' highp float maxAge = getMaxAge();', - ' highp float positionInTime = (age / maxAge);', - ' highp float isAlive = when_gt( alive, 0.0 );', - - ' #ifdef SHOULD_WIGGLE_PARTICLES', - ' float wiggleAmount = positionInTime * getWiggle();', - ' float wiggleSin = isAlive * sin( wiggleAmount );', - ' float wiggleCos = isAlive * cos( wiggleAmount );', - ' #endif', - - // - // Forces - // - - // Get forces & position - ' vec3 vel = getVelocity( age );', - ' vec3 accel = getAcceleration( age );', - ' vec3 force = vec3( 0.0 );', - ' vec3 pos = vec3( position );', - - // Calculate the required drag to apply to the forces. - ' float drag = 1.0 - (positionInTime * 0.5) * acceleration.w;', - - // Integrate forces... - ' force += vel;', - ' force *= drag;', - ' force += accel * age;', - ' pos += force;', - - - // Wiggly wiggly wiggle! - ' #ifdef SHOULD_WIGGLE_PARTICLES', - ' pos.x += wiggleSin;', - ' pos.y += wiggleCos;', - ' pos.z += wiggleSin;', - ' #endif', - - - // Rotate the emitter around it's central point - ' #ifdef SHOULD_ROTATE_PARTICLES', - ' pos = getRotation( pos, positionInTime );', - ' #endif', - - // Convert pos to a world-space value - ' vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );', - - // Determine point size. - ' highp float pointSize = getFloatOverLifetime( positionInTime, size ) * isAlive;', - - // Determine perspective - ' #ifdef HAS_PERSPECTIVE', - ' float perspective = scale / length( mvPosition.xyz );', - ' #else', - ' float perspective = 1.0;', - ' #endif', - - // Apply perpective to pointSize value - ' float pointSizePerspective = pointSize * perspective;', - - - // - // Appearance - // - - // Determine color and opacity for this particle - ' #ifdef COLORIZE', - ' vec3 c = isAlive * getColorOverLifetime(', - ' positionInTime,', - ' unpackColor( color.x ),', - ' unpackColor( color.y ),', - ' unpackColor( color.z ),', - ' unpackColor( color.w )', - ' );', - ' #else', - ' vec3 c = vec3(1.0);', - ' #endif', - - ' float o = isAlive * getFloatOverLifetime( positionInTime, opacity );', - - // Assign color to vColor varying. - ' vColor = vec4( c, o );', - - // Determine angle - ' #ifdef SHOULD_ROTATE_TEXTURE', - ' vAngle = isAlive * getFloatOverLifetime( positionInTime, angle );', - ' #endif', - - // If this particle is using a sprite-sheet as a texture, we'll have to figure out - // what frame of the texture the particle is using at it's current position in time. - ' #ifdef SHOULD_CALCULATE_SPRITE', - ' float framesX = textureAnimation.x;', - ' float framesY = textureAnimation.y;', - ' float loopCount = textureAnimation.w;', - ' float totalFrames = textureAnimation.z;', - ' float frameNumber = mod( (positionInTime * loopCount) * totalFrames, totalFrames );', - - ' float column = floor(mod( frameNumber, framesX ));', - ' float row = floor( (frameNumber - column) / framesX );', - - ' float columnNorm = column / framesX;', - ' float rowNorm = row / framesY;', - - ' vSpriteSheet.x = 1.0 / framesX;', - ' vSpriteSheet.y = 1.0 / framesY;', - ' vSpriteSheet.z = columnNorm;', - ' vSpriteSheet.w = rowNorm;', - ' #endif', - - // - // Write values - // - - // Set PointSize according to size at current point in time. - ' gl_PointSize = pointSizePerspective;', - ' gl_Position = projectionMatrix * mvPosition;', - - THREE.ShaderChunk.logdepthbuf_vertex, - THREE.ShaderChunk.fog_vertex, - - '}' - ].join( '\n' ), - - fragment: [ - SPE.shaderChunks.uniforms, - - THREE.ShaderChunk.common, - THREE.ShaderChunk.fog_pars_fragment, - THREE.ShaderChunk.logdepthbuf_pars_fragment, - - SPE.shaderChunks.varyings, - - SPE.shaderChunks.branchAvoidanceFunctions, - - 'void main() {', - ' vec3 outgoingLight = vColor.xyz;', - ' ', - ' #ifdef ALPHATEST', - ' if ( vColor.w < float(ALPHATEST) ) discard;', - ' #endif', - - SPE.shaderChunks.rotateTexture, - - THREE.ShaderChunk.logdepthbuf_fragment, - - ' outgoingLight = vColor.xyz * rotatedTexture.xyz;', - ' gl_FragColor = vec4( outgoingLight.xyz, rotatedTexture.w * vColor.w );', - - THREE.ShaderChunk.fog_fragment, - - '}' - ].join( '\n' ) -}; - - -/** - * A bunch of utility functions used throughout the library. - * @namespace - * @type {Object} - */ -SPE.utils = { - /** - * A map of types used by `SPE.utils.ensureTypedArg` and - * `SPE.utils.ensureArrayTypedArg` to compare types against. - * - * @enum {String} - */ - types: { - /** - * Boolean type. - * @type {String} - */ - BOOLEAN: 'boolean', - - /** - * String type. - * @type {String} - */ - STRING: 'string', - - /** - * Number type. - * @type {String} - */ - NUMBER: 'number', - - /** - * Object type. - * @type {String} - */ - OBJECT: 'object' - }, - - /** - * Given a value, a type, and a default value to fallback to, - * ensure the given argument adheres to the type requesting, - * returning the default value if type check is false. - * - * @param {(boolean|string|number|object)} arg The value to perform a type-check on. - * @param {String} type The type the `arg` argument should adhere to. - * @param {(boolean|string|number|object)} defaultValue A default value to fallback on if the type check fails. - * @return {(boolean|string|number|object)} The given value if type check passes, or the default value if it fails. - */ - ensureTypedArg: function( arg, type, defaultValue ) { - 'use strict'; - - if ( typeof arg === type ) { - return arg; - } - else { - return defaultValue; - } - }, - - /** - * Given an array of values, a type, and a default value, - * ensure the given array's contents ALL adhere to the provided type, - * returning the default value if type check fails. - * - * If the given value to check isn't an Array, delegates to SPE.utils.ensureTypedArg. - * - * @param {Array|boolean|string|number|object} arg The array of values to check type of. - * @param {String} type The type that should be adhered to. - * @param {(boolean|string|number|object)} defaultValue A default fallback value. - * @return {(boolean|string|number|object)} The given value if type check passes, or the default value if it fails. - */ - ensureArrayTypedArg: function( arg, type, defaultValue ) { - 'use strict'; - - // If the argument being checked is an array, loop through - // it and ensure all the values are of the correct type, - // falling back to the defaultValue if any aren't. - if ( Array.isArray( arg ) ) { - for ( var i = arg.length - 1; i >= 0; --i ) { - if ( typeof arg[ i ] !== type ) { - return defaultValue; - } - } - - return arg; - } - - // If the arg isn't an array then just fallback to - // checking the type. - return this.ensureTypedArg( arg, type, defaultValue ); - }, - - /** - * Ensures the given value is an instance of a constructor function. - * - * @param {Object} arg The value to check instance of. - * @param {Function} instance The constructor of the instance to check against. - * @param {Object} defaultValue A default fallback value if instance check fails - * @return {Object} The given value if type check passes, or the default value if it fails. - */ - ensureInstanceOf: function( arg, instance, defaultValue ) { - 'use strict'; - - if ( instance !== undefined && arg instanceof instance ) { - return arg; - } - else { - return defaultValue; - } - }, - - /** - * Given an array of values, ensure the instances of all items in the array - * matches the given instance constructor falling back to a default value if - * the check fails. - * - * If given value isn't an Array, delegates to `SPE.utils.ensureInstanceOf`. - * - * @param {Array|Object} arg The value to perform the instanceof check on. - * @param {Function} instance The constructor of the instance to check against. - * @param {Object} defaultValue A default fallback value if instance check fails - * @return {Object} The given value if type check passes, or the default value if it fails. - */ - ensureArrayInstanceOf: function( arg, instance, defaultValue ) { - 'use strict'; - - // If the argument being checked is an array, loop through - // it and ensure all the values are of the correct type, - // falling back to the defaultValue if any aren't. - if ( Array.isArray( arg ) ) { - for ( var i = arg.length - 1; i >= 0; --i ) { - if ( instance !== undefined && arg[ i ] instanceof instance === false ) { - return defaultValue; - } - } - - return arg; - } - - // If the arg isn't an array then just fallback to - // checking the type. - return this.ensureInstanceOf( arg, instance, defaultValue ); - }, - - /** - * Ensures that any "value-over-lifetime" properties of an emitter are - * of the correct length (as dictated by `SPE.valueOverLifetimeLength`). - * - * Delegates to `SPE.utils.interpolateArray` for array resizing. - * - * If properties aren't arrays, then property values are put into one. - * - * @param {Object} property The property of an SPE.Emitter instance to check compliance of. - * @param {Number} minLength The minimum length of the array to create. - * @param {Number} maxLength The maximum length of the array to create. - */ - ensureValueOverLifetimeCompliance: function( property, minLength, maxLength ) { - 'use strict'; - - minLength = minLength || 3; - maxLength = maxLength || 3; - - // First, ensure both properties are arrays. - if ( Array.isArray( property._value ) === false ) { - property._value = [ property._value ]; - } - - if ( Array.isArray( property._spread ) === false ) { - property._spread = [ property._spread ]; - } - - var valueLength = this.clamp( property._value.length, minLength, maxLength ), - spreadLength = this.clamp( property._spread.length, minLength, maxLength ), - desiredLength = Math.max( valueLength, spreadLength ); - - if ( property._value.length !== desiredLength ) { - property._value = this.interpolateArray( property._value, desiredLength ); - } - - if ( property._spread.length !== desiredLength ) { - property._spread = this.interpolateArray( property._spread, desiredLength ); - } - }, - - /** - * Performs linear interpolation (lerp) on an array. - * - * For example, lerping [1, 10], with a `newLength` of 10 will produce [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]. - * - * Delegates to `SPE.utils.lerpTypeAgnostic` to perform the actual - * interpolation. - * - * @param {Array} srcArray The array to lerp. - * @param {Number} newLength The length the array should be interpolated to. - * @return {Array} The interpolated array. - */ - interpolateArray: function( srcArray, newLength ) { - 'use strict'; - - var sourceLength = srcArray.length, - newArray = [ typeof srcArray[ 0 ].clone === 'function' ? srcArray[ 0 ].clone() : srcArray[ 0 ] ], - factor = ( sourceLength - 1 ) / ( newLength - 1 ); - - - for ( var i = 1; i < newLength - 1; ++i ) { - var f = i * factor, - before = Math.floor( f ), - after = Math.ceil( f ), - delta = f - before; - - newArray[ i ] = this.lerpTypeAgnostic( srcArray[ before ], srcArray[ after ], delta ); - } - - newArray.push( - typeof srcArray[ sourceLength - 1 ].clone === 'function' ? - srcArray[ sourceLength - 1 ].clone() : - srcArray[ sourceLength - 1 ] - ); - - return newArray; - }, - - /** - * Clamp a number to between the given min and max values. - * @param {Number} value The number to clamp. - * @param {Number} min The minimum value. - * @param {Number} max The maximum value. - * @return {Number} The clamped number. - */ - clamp: function( value, min, max ) { - 'use strict'; - - return Math.max( min, Math.min( value, max ) ); - }, - - /** - * If the given value is less than the epsilon value, then return - * a randomised epsilon value if specified, or just the epsilon value if not. - * Works for negative numbers as well as positive. - * - * @param {Number} value The value to perform the operation on. - * @param {Boolean} randomise Whether the value should be randomised. - * @return {Number} The result of the operation. - */ - zeroToEpsilon: function( value, randomise ) { - 'use strict'; - - var epsilon = 0.00001, - result = value; - - result = randomise ? Math.random() * epsilon * 10 : epsilon; - - if ( value < 0 && value > -epsilon ) { - result = -result; - } - - // if ( value === 0 ) { - // result = randomise ? Math.random() * epsilon * 10 : epsilon; - // } - // else if ( value > 0 && value < epsilon ) { - // result = randomise ? Math.random() * epsilon * 10 : epsilon; - // } - // else if ( value < 0 && value > -epsilon ) { - // result = -( randomise ? Math.random() * epsilon * 10 : epsilon ); - // } - - return result; - }, - - /** - * Linearly interpolates two values of various types. The given values - * must be of the same type for the interpolation to work. - * @param {(number|Object)} start The start value of the lerp. - * @param {(number|object)} end The end value of the lerp. - * @param {Number} delta The delta posiiton of the lerp operation. Ideally between 0 and 1 (inclusive). - * @return {(number|object|undefined)} The result of the operation. Result will be undefined if - * the start and end arguments aren't a supported type, or - * if their types do not match. - */ - lerpTypeAgnostic: function( start, end, delta ) { - 'use strict'; - - var types = this.types, - out; - - if ( typeof start === types.NUMBER && typeof end === types.NUMBER ) { - return start + ( ( end - start ) * delta ); - } - else if ( start instanceof THREE.Vector2 && end instanceof THREE.Vector2 ) { - out = start.clone(); - out.x = this.lerp( start.x, end.x, delta ); - out.y = this.lerp( start.y, end.y, delta ); - return out; - } - else if ( start instanceof THREE.Vector3 && end instanceof THREE.Vector3 ) { - out = start.clone(); - out.x = this.lerp( start.x, end.x, delta ); - out.y = this.lerp( start.y, end.y, delta ); - out.z = this.lerp( start.z, end.z, delta ); - return out; - } - else if ( start instanceof THREE.Vector4 && end instanceof THREE.Vector4 ) { - out = start.clone(); - out.x = this.lerp( start.x, end.x, delta ); - out.y = this.lerp( start.y, end.y, delta ); - out.z = this.lerp( start.z, end.z, delta ); - out.w = this.lerp( start.w, end.w, delta ); - return out; - } - else if ( start instanceof THREE.Color && end instanceof THREE.Color ) { - out = start.clone(); - out.r = this.lerp( start.r, end.r, delta ); - out.g = this.lerp( start.g, end.g, delta ); - out.b = this.lerp( start.b, end.b, delta ); - return out; - } - else { - console.warn( 'Invalid argument types, or argument types do not match:', start, end ); - } - }, - - /** - * Perform a linear interpolation operation on two numbers. - * @param {Number} start The start value. - * @param {Number} end The end value. - * @param {Number} delta The position to interpolate to. - * @return {Number} The result of the lerp operation. - */ - lerp: function( start, end, delta ) { - 'use strict'; - return start + ( ( end - start ) * delta ); - }, - - /** - * Rounds a number to a nearest multiple. - * - * @param {Number} n The number to round. - * @param {Number} multiple The multiple to round to. - * @return {Number} The result of the round operation. - */ - roundToNearestMultiple: function( n, multiple ) { - 'use strict'; - - var remainder = 0; - - if ( multiple === 0 ) { - return n; - } - - remainder = Math.abs( n ) % multiple; - - if ( remainder === 0 ) { - return n; - } - - if ( n < 0 ) { - return -( Math.abs( n ) - remainder ); - } - - return n + multiple - remainder; - }, - - /** - * Check if all items in an array are equal. Uses strict equality. - * - * @param {Array} array The array of values to check equality of. - * @return {Boolean} Whether the array's values are all equal or not. - */ - arrayValuesAreEqual: function( array ) { - 'use strict'; - - for ( var i = 0; i < array.length - 1; ++i ) { - if ( array[ i ] !== array[ i + 1 ] ) { - return false; - } - } - - return true; - }, - - // colorsAreEqual: function() { - // var colors = Array.prototype.slice.call( arguments ), - // numColors = colors.length; - - // for ( var i = 0, color1, color2; i < numColors - 1; ++i ) { - // color1 = colors[ i ]; - // color2 = colors[ i + 1 ]; - - // if ( - // color1.r !== color2.r || - // color1.g !== color2.g || - // color1.b !== color2.b - // ) { - // return false - // } - // } - - // return true; - // }, - - - /** - * Given a start value and a spread value, create and return a random - * number. - * @param {Number} base The start value. - * @param {Number} spread The size of the random variance to apply. - * @return {Number} A randomised number. - */ - randomFloat: function( base, spread ) { - 'use strict'; - return base + spread * ( Math.random() - 0.5 ); - }, - - - - /** - * Given an SPE.ShaderAttribute instance, and various other settings, - * assign values to the attribute's array in a `vec3` format. - * - * @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to. - * @param {Number} index The offset in the attribute's TypedArray to save the result from. - * @param {Object} base THREE.Vector3 instance describing the start value. - * @param {Object} spread THREE.Vector3 instance describing the random variance to apply to the start value. - * @param {Object} spreadClamp THREE.Vector3 instance describing the multiples to clamp the randomness to. - */ - randomVector3: function( attribute, index, base, spread, spreadClamp ) { - 'use strict'; - - var x = base.x + ( Math.random() * spread.x - ( spread.x * 0.5 ) ), - y = base.y + ( Math.random() * spread.y - ( spread.y * 0.5 ) ), - z = base.z + ( Math.random() * spread.z - ( spread.z * 0.5 ) ); - - // var x = this.randomFloat( base.x, spread.x ), - // y = this.randomFloat( base.y, spread.y ), - // z = this.randomFloat( base.z, spread.z ); - - if ( spreadClamp ) { - x = -spreadClamp.x * 0.5 + this.roundToNearestMultiple( x, spreadClamp.x ); - y = -spreadClamp.y * 0.5 + this.roundToNearestMultiple( y, spreadClamp.y ); - z = -spreadClamp.z * 0.5 + this.roundToNearestMultiple( z, spreadClamp.z ); - } - - attribute.typedArray.setVec3Components( index, x, y, z ); - }, - - /** - * Given an SPE.Shader attribute instance, and various other settings, - * assign Color values to the attribute. - * @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to. - * @param {Number} index The offset in the attribute's TypedArray to save the result from. - * @param {Object} base THREE.Color instance describing the start color. - * @param {Object} spread THREE.Vector3 instance describing the random variance to apply to the start color. - */ - randomColor: function( attribute, index, base, spread ) { - 'use strict'; - - var r = base.r + ( Math.random() * spread.x ), - g = base.g + ( Math.random() * spread.y ), - b = base.b + ( Math.random() * spread.z ); - - r = this.clamp( r, 0, 1 ); - g = this.clamp( g, 0, 1 ); - b = this.clamp( b, 0, 1 ); - - - attribute.typedArray.setVec3Components( index, r, g, b ); - }, - - - randomColorAsHex: ( function() { - 'use strict'; - - var workingColor = new THREE.Color(); - - /** - * Assigns a random color value, encoded as a hex value in decimal - * format, to a SPE.ShaderAttribute instance. - * @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to. - * @param {Number} index The offset in the attribute's TypedArray to save the result from. - * @param {Object} base THREE.Color instance describing the start color. - * @param {Object} spread THREE.Vector3 instance describing the random variance to apply to the start color. - */ - return function( attribute, index, base, spread ) { - var numItems = base.length, - colors = []; - - for ( var i = 0; i < numItems; ++i ) { - var spreadVector = spread[ i ]; - - workingColor.copy( base[ i ] ); - - workingColor.r += ( Math.random() * spreadVector.x ) - ( spreadVector.x * 0.5 ); - workingColor.g += ( Math.random() * spreadVector.y ) - ( spreadVector.y * 0.5 ); - workingColor.b += ( Math.random() * spreadVector.z ) - ( spreadVector.z * 0.5 ); - - workingColor.r = this.clamp( workingColor.r, 0, 1 ); - workingColor.g = this.clamp( workingColor.g, 0, 1 ); - workingColor.b = this.clamp( workingColor.b, 0, 1 ); - - colors.push( workingColor.getHex() ); - } - - attribute.typedArray.setVec4Components( index, colors[ 0 ], colors[ 1 ], colors[ 2 ], colors[ 3 ] ); - }; - }() ), - - /** - * Given an SPE.ShaderAttribute instance, and various other settings, - * assign values to the attribute's array in a `vec3` format. - * - * @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to. - * @param {Number} index The offset in the attribute's TypedArray to save the result from. - * @param {Object} start THREE.Vector3 instance describing the start line position. - * @param {Object} end THREE.Vector3 instance describing the end line position. - */ - randomVector3OnLine: function( attribute, index, start, end ) { - 'use strict'; - var pos = start.clone(); - - pos.lerp( end, Math.random() ); - - attribute.typedArray.setVec3Components( index, pos.x, pos.y, pos.z ); - }, - - /** - * Given an SPE.Shader attribute instance, and various other settings, - * assign Color values to the attribute. - * @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to. - * @param {Number} index The offset in the attribute's TypedArray to save the result from. - * @param {Object} base THREE.Color instance describing the start color. - * @param {Object} spread THREE.Vector3 instance describing the random variance to apply to the start color. - */ - - /** - * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the - * given values onto a sphere. - * - * @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to. - * @param {Number} index The offset in the attribute's TypedArray to save the result from. - * @param {Object} base THREE.Vector3 instance describing the origin of the transform. - * @param {Number} radius The radius of the sphere to project onto. - * @param {Number} radiusSpread The amount of randomness to apply to the projection result - * @param {Object} radiusScale THREE.Vector3 instance describing the scale of each axis of the sphere. - * @param {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to. - */ - randomVector3OnSphere: function( - attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp, distributionClamp - ) { - 'use strict'; - - var depth = 2 * Math.random() - 1, - t = 6.2832 * Math.random(), - r = Math.sqrt( 1 - depth * depth ), - rand = this.randomFloat( radius, radiusSpread ), - x = 0, - y = 0, - z = 0; - - - if ( radiusSpreadClamp ) { - rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp; - } - - - - // Set position on sphere - x = r * Math.cos( t ) * rand; - y = r * Math.sin( t ) * rand; - z = depth * rand; - - // Apply radius scale to this position - x *= radiusScale.x; - y *= radiusScale.y; - z *= radiusScale.z; - - // Translate to the base position. - x += base.x; - y += base.y; - z += base.z; - - // Set the values in the typed array. - attribute.typedArray.setVec3Components( index, x, y, z ); - }, - - seededRandom: function( seed ) { - var x = Math.sin( seed ) * 10000; - return x - ( x | 0 ); - }, - - - - /** - * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the - * given values onto a 2d-disc. - * - * @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to. - * @param {Number} index The offset in the attribute's TypedArray to save the result from. - * @param {Object} base THREE.Vector3 instance describing the origin of the transform. - * @param {Number} radius The radius of the sphere to project onto. - * @param {Number} radiusSpread The amount of randomness to apply to the projection result - * @param {Object} radiusScale THREE.Vector3 instance describing the scale of each axis of the disc. The z-component is ignored. - * @param {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to. - */ - randomVector3OnDisc: function( attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) { - 'use strict'; - - var t = 6.2832 * Math.random(), - rand = Math.abs( this.randomFloat( radius, radiusSpread ) ), - x = 0, - y = 0, - z = 0; - - if ( radiusSpreadClamp ) { - rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp; - } - - // Set position on sphere - x = Math.cos( t ) * rand; - y = Math.sin( t ) * rand; - - // Apply radius scale to this position - x *= radiusScale.x; - y *= radiusScale.y; - - // Translate to the base position. - x += base.x; - y += base.y; - z += base.z; - - // Set the values in the typed array. - attribute.typedArray.setVec3Components( index, x, y, z ); - }, - - randomDirectionVector3OnSphere: ( function() { - 'use strict'; - - var v = new THREE.Vector3(); - - /** - * Given an SPE.ShaderAttribute instance, create a direction vector from the given - * position, using `speed` as the magnitude. Values are saved to the attribute. - * - * @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to. - * @param {Number} index The offset in the attribute's TypedArray to save the result from. - * @param {Number} posX The particle's x coordinate. - * @param {Number} posY The particle's y coordinate. - * @param {Number} posZ The particle's z coordinate. - * @param {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position. - * @param {Number} speed The magnitude to apply to the vector. - * @param {Number} speedSpread The amount of randomness to apply to the magnitude. - */ - return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) { - v.copy( emitterPosition ); - - v.x -= posX; - v.y -= posY; - v.z -= posZ; - - v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) ); - - attribute.typedArray.setVec3Components( index, v.x, v.y, v.z ); - }; - }() ), - - - randomDirectionVector3OnDisc: ( function() { - 'use strict'; - - var v = new THREE.Vector3(); - - /** - * Given an SPE.ShaderAttribute instance, create a direction vector from the given - * position, using `speed` as the magnitude. Values are saved to the attribute. - * - * @param {Object} attribute The instance of SPE.ShaderAttribute to save the result to. - * @param {Number} index The offset in the attribute's TypedArray to save the result from. - * @param {Number} posX The particle's x coordinate. - * @param {Number} posY The particle's y coordinate. - * @param {Number} posZ The particle's z coordinate. - * @param {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position. - * @param {Number} speed The magnitude to apply to the vector. - * @param {Number} speedSpread The amount of randomness to apply to the magnitude. - */ - return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) { - v.copy( emitterPosition ); - - v.x -= posX; - v.y -= posY; - v.z -= posZ; - - v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) ); - - attribute.typedArray.setVec3Components( index, v.x, v.y, 0 ); - }; - }() ), - - getPackedRotationAxis: ( function() { - 'use strict'; - - var v = new THREE.Vector3(), - vSpread = new THREE.Vector3(), - c = new THREE.Color(), - addOne = new THREE.Vector3( 1, 1, 1 ); - - /** - * Given a rotation axis, and a rotation axis spread vector, - * calculate a randomised rotation axis, and pack it into - * a hexadecimal value represented in decimal form. - * @param {Object} axis THREE.Vector3 instance describing the rotation axis. - * @param {Object} axisSpread THREE.Vector3 instance describing the amount of randomness to apply to the rotation axis. - * @return {Number} The packed rotation axis, with randomness. - */ - return function( axis, axisSpread ) { - v.copy( axis ).normalize(); - vSpread.copy( axisSpread ).normalize(); - - v.x += ( -axisSpread.x * 0.5 ) + ( Math.random() * axisSpread.x ); - v.y += ( -axisSpread.y * 0.5 ) + ( Math.random() * axisSpread.y ); - v.z += ( -axisSpread.z * 0.5 ) + ( Math.random() * axisSpread.z ); - - // v.x = Math.abs( v.x ); - // v.y = Math.abs( v.y ); - // v.z = Math.abs( v.z ); - - v.normalize().add( addOne ).multiplyScalar( 0.5 ); - - c.setRGB( v.x, v.y, v.z ); - - return c.getHex(); - }; - }() ) -}; - - -/** - * An SPE.Group instance. - * @typedef {Object} Group - * @see SPE.Group - */ - -/** - * A map of options to configure an SPE.Group instance. - * @typedef {Object} GroupOptions - * - * @property {Object} texture An object describing the texture used by the group. - * - * @property {Object} texture.value An instance of THREE.Texture. - * - * @property {Object=} texture.frames A THREE.Vector2 instance describing the number - * of frames on the x- and y-axis of the given texture. - * If not provided, the texture will NOT be treated as - * a sprite-sheet and as such will NOT be animated. - * - * @property {Number} [texture.frameCount=texture.frames.x * texture.frames.y] The total number of frames in the sprite-sheet. - * Allows for sprite-sheets that don't fill the entire - * texture. - * - * @property {Number} texture.loop The number of loops through the sprite-sheet that should - * be performed over the course of a single particle's lifetime. - * - * @property {Number} fixedTimeStep If no `dt` (or `deltaTime`) value is passed to this group's - * `tick()` function, this number will be used to move the particle - * simulation forward. Value in SECONDS. - * - * @property {Boolean} hasPerspective Whether the distance a particle is from the camera should affect - * the particle's size. - * - * @property {Boolean} colorize Whether the particles in this group should be rendered with color, or - * whether the only color of particles will come from the provided texture. - * - * @property {Number} blending One of Three.js's blending modes to apply to this group's `ShaderMaterial`. - * - * @property {Boolean} transparent Whether these particle's should be rendered with transparency. - * - * @property {Number} alphaTest Sets the alpha value to be used when running an alpha test on the `texture.value` property. Value between 0 and 1. - * - * @property {Boolean} depthWrite Whether rendering the group has any effect on the depth buffer. - * - * @property {Boolean} depthTest Whether to have depth test enabled when rendering this group. - * - * @property {Boolean} fog Whether this group's particles should be affected by their scene's fog. - * - * @property {Number} scale The scale factor to apply to this group's particle sizes. Useful for - * setting particle sizes to be relative to renderer size. - */ - - -/** - * The SPE.Group class. Creates a new group, containing a material, geometry, and mesh. - * - * @constructor - * @param {GroupOptions} options A map of options to configure the group instance. - */ -SPE.Group = function( options ) { - 'use strict'; - - var utils = SPE.utils, - types = utils.types; - - // Ensure we have a map of options to play with - options = utils.ensureTypedArg( options, types.OBJECT, {} ); - options.texture = utils.ensureTypedArg( options.texture, types.OBJECT, {} ); - - // Assign a UUID to this instance - this.uuid = THREE.Math.generateUUID(); - - // If no `deltaTime` value is passed to the `SPE.Group.tick` function, - // the value of this property will be used to advance the simulation. - this.fixedTimeStep = utils.ensureTypedArg( options.fixedTimeStep, types.NUMBER, 0.016 ); - - // Set properties used in the uniforms map, starting with the - // texture stuff. - this.texture = utils.ensureInstanceOf( options.texture.value, THREE.Texture, null ); - this.textureFrames = utils.ensureInstanceOf( options.texture.frames, THREE.Vector2, new THREE.Vector2( 1, 1 ) ); - this.textureFrameCount = utils.ensureTypedArg( options.texture.frameCount, types.NUMBER, this.textureFrames.x * this.textureFrames.y ); - this.textureLoop = utils.ensureTypedArg( options.texture.loop, types.NUMBER, 1 ); - this.textureFrames.max( new THREE.Vector2( 1, 1 ) ); - - this.hasPerspective = utils.ensureTypedArg( options.hasPerspective, types.BOOLEAN, true ); - this.colorize = utils.ensureTypedArg( options.colorize, types.BOOLEAN, true ); - - this.maxParticleCount = utils.ensureTypedArg( options.maxParticleCount, types.NUMBER, null ); - - - // Set properties used to define the ShaderMaterial's appearance. - this.blending = utils.ensureTypedArg( options.blending, types.NUMBER, THREE.AdditiveBlending ); - this.transparent = utils.ensureTypedArg( options.transparent, types.BOOLEAN, true ); - this.alphaTest = parseFloat( utils.ensureTypedArg( options.alphaTest, types.NUMBER, 0.0 ) ); - this.depthWrite = utils.ensureTypedArg( options.depthWrite, types.BOOLEAN, false ); - this.depthTest = utils.ensureTypedArg( options.depthTest, types.BOOLEAN, true ); - this.fog = utils.ensureTypedArg( options.fog, types.BOOLEAN, true ); - this.scale = utils.ensureTypedArg( options.scale, types.NUMBER, 300 ); - - // Where emitter's go to curl up in a warm blanket and live - // out their days. - this.emitters = []; - this.emitterIDs = []; - - // Create properties for use by the emitter pooling functions. - this._pool = []; - this._poolCreationSettings = null; - this._createNewWhenPoolEmpty = 0; - - // Whether all attributes should be forced to updated - // their entire buffer contents on the next tick. - // - // Used when an emitter is removed. - this._attributesNeedRefresh = false; - this._attributesNeedDynamicReset = false; - - this.particleCount = 0; - - - // Map of uniforms to be applied to the ShaderMaterial instance. - this.uniforms = { - texture: { - type: 't', - value: this.texture - }, - textureAnimation: { - type: 'v4', - value: new THREE.Vector4( - this.textureFrames.x, - this.textureFrames.y, - this.textureFrameCount, - Math.max( Math.abs( this.textureLoop ), 1.0 ) - ) - }, - fogColor: { - type: 'c', - value: null - }, - fogNear: { - type: 'f', - value: 10 - }, - fogFar: { - type: 'f', - value: 200 - }, - fogDensity: { - type: 'f', - value: 0.5 - }, - deltaTime: { - type: 'f', - value: 0 - }, - runTime: { - type: 'f', - value: 0 - }, - scale: { - type: 'f', - value: this.scale - } - }; - - // Add some defines into the mix... - this.defines = { - HAS_PERSPECTIVE: this.hasPerspective, - COLORIZE: this.colorize, - VALUE_OVER_LIFETIME_LENGTH: SPE.valueOverLifetimeLength, - - SHOULD_ROTATE_TEXTURE: false, - SHOULD_ROTATE_PARTICLES: false, - SHOULD_WIGGLE_PARTICLES: false, - - SHOULD_CALCULATE_SPRITE: this.textureFrames.x > 1 || this.textureFrames.y > 1 - }; - - // Map of all attributes to be applied to the particles. - // - // See SPE.ShaderAttribute for a bit more info on this bit. - this.attributes = { - position: new SPE.ShaderAttribute( 'v3', true ), - acceleration: new SPE.ShaderAttribute( 'v4', true ), // w component is drag - velocity: new SPE.ShaderAttribute( 'v3', true ), - rotation: new SPE.ShaderAttribute( 'v4', true ), - rotationCenter: new SPE.ShaderAttribute( 'v3', true ), - params: new SPE.ShaderAttribute( 'v4', true ), // Holds (alive, age, delay, wiggle) - size: new SPE.ShaderAttribute( 'v4', true ), - angle: new SPE.ShaderAttribute( 'v4', true ), - color: new SPE.ShaderAttribute( 'v4', true ), - opacity: new SPE.ShaderAttribute( 'v4', true ) - }; - - this.attributeKeys = Object.keys( this.attributes ); - this.attributeCount = this.attributeKeys.length; - - // Create the ShaderMaterial instance that'll help render the - // particles. - this.material = new THREE.ShaderMaterial( { - uniforms: this.uniforms, - vertexShader: SPE.shaders.vertex, - fragmentShader: SPE.shaders.fragment, - blending: this.blending, - transparent: this.transparent, - alphaTest: this.alphaTest, - depthWrite: this.depthWrite, - depthTest: this.depthTest, - defines: this.defines, - fog: this.fog - } ); - - // Create the BufferGeometry and Points instances, ensuring - // the geometry and material are given to the latter. - this.geometry = new THREE.BufferGeometry(); - this.mesh = new THREE.Points( this.geometry, this.material ); - - if ( this.maxParticleCount === null ) { - console.warn( 'SPE.Group: No maxParticleCount specified. Adding emitters after rendering will probably cause errors.' ); - } -}; - -SPE.Group.constructor = SPE.Group; - - -SPE.Group.prototype._updateDefines = function() { - 'use strict'; - - var emitters = this.emitters, - i = emitters.length - 1, - emitter, - defines = this.defines; - - for ( i; i >= 0; --i ) { - emitter = emitters[ i ]; - - // Only do angle calculation if there's no spritesheet defined. - // - // Saves calculations being done and then overwritten in the shaders. - if ( !defines.SHOULD_CALCULATE_SPRITE ) { - defines.SHOULD_ROTATE_TEXTURE = defines.SHOULD_ROTATE_TEXTURE || !!Math.max( - Math.max.apply( null, emitter.angle.value ), - Math.max.apply( null, emitter.angle.spread ) - ); - } - - defines.SHOULD_ROTATE_PARTICLES = defines.SHOULD_ROTATE_PARTICLES || !!Math.max( - emitter.rotation.angle, - emitter.rotation.angleSpread - ); - - defines.SHOULD_WIGGLE_PARTICLES = defines.SHOULD_WIGGLE_PARTICLES || !!Math.max( - emitter.wiggle.value, - emitter.wiggle.spread - ); - } - - this.material.needsUpdate = true; -}; - -SPE.Group.prototype._applyAttributesToGeometry = function() { - 'use strict'; - - var attributes = this.attributes, - geometry = this.geometry, - geometryAttributes = geometry.attributes, - attribute, - geometryAttribute; - - // Loop through all the shader attributes and assign (or re-assign) - // typed array buffers to each one. - for ( var attr in attributes ) { - if ( attributes.hasOwnProperty( attr ) ) { - attribute = attributes[ attr ]; - geometryAttribute = geometryAttributes[ attr ]; - - // Update the array if this attribute exists on the geometry. - // - // This needs to be done because the attribute's typed array might have - // been resized and reinstantiated, and might now be looking at a - // different ArrayBuffer, so reference needs updating. - if ( geometryAttribute ) { - geometryAttribute.array = attribute.typedArray.array; - } - - // // Add the attribute to the geometry if it doesn't already exist. - else { - geometry.addAttribute( attr, attribute.bufferAttribute ); - } - - // Mark the attribute as needing an update the next time a frame is rendered. - attribute.bufferAttribute.needsUpdate = true; - } - } - - // Mark the draw range on the geometry. This will ensure - // only the values in the attribute buffers that are - // associated with a particle will be used in THREE's - // render cycle. - this.geometry.setDrawRange( 0, this.particleCount ); -}; - -/** - * Adds an SPE.Emitter instance to this group, creating particle values and - * assigning them to this group's shader attributes. - * - * @param {Emitter} emitter The emitter to add to this group. - */ -SPE.Group.prototype.addEmitter = function( emitter ) { - 'use strict'; - - // Ensure an actual emitter instance is passed here. - // - // Decided not to throw here, just in case a scene's - // rendering would be paused. Logging an error instead - // of stopping execution if exceptions aren't caught. - if ( emitter instanceof SPE.Emitter === false ) { - console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter ); - return; - } - - // If the emitter already exists as a member of this group, then - // stop here, we don't want to add it again. - else if ( this.emitterIDs.indexOf( emitter.uuid ) > -1 ) { - console.error( 'Emitter already exists in this group. Will not add again.' ); - return; - } - - // And finally, if the emitter is a member of another group, - // don't add it to this group. - else if ( emitter.group !== null ) { - console.error( 'Emitter already belongs to another group. Will not add to requested group.' ); - return; - } - - var attributes = this.attributes, - start = this.particleCount, - end = start + emitter.particleCount; - - // Update this group's particle count. - this.particleCount = end; - - // Emit a warning if the emitter being added will exceed the buffer sizes specified. - if ( this.maxParticleCount !== null && this.particleCount > this.maxParticleCount ) { - console.warn( 'SPE.Group: maxParticleCount exceeded. Requesting', this.particleCount, 'particles, can support only', this.maxParticleCount ); - } - - - // Set the `particlesPerSecond` value (PPS) on the emitter. - // It's used to determine how many particles to release - // on a per-frame basis. - emitter._calculatePPSValue( emitter.maxAge._value + emitter.maxAge._spread ); - emitter._setBufferUpdateRanges( this.attributeKeys ); - - // Store the offset value in the TypedArray attributes for this emitter. - emitter._setAttributeOffset( start ); - - // Save a reference to this group on the emitter so it knows - // where it belongs. - emitter.group = this; - - // Store reference to the attributes on the emitter for - // easier access during the emitter's tick function. - emitter.attributes = this.attributes; - - - - // Ensure the attributes and their BufferAttributes exist, and their - // TypedArrays are of the correct size. - for ( var attr in attributes ) { - if ( attributes.hasOwnProperty( attr ) ) { - // When creating a buffer, pass through the maxParticle count - // if one is specified. - attributes[ attr ]._createBufferAttribute( - this.maxParticleCount !== null ? - this.maxParticleCount : - this.particleCount - ); - } - } - - // Loop through each particle this emitter wants to have, and create the attributes values, - // storing them in the TypedArrays that each attribute holds. - for ( var i = start; i < end; ++i ) { - emitter._assignPositionValue( i ); - emitter._assignForceValue( i, 'velocity' ); - emitter._assignForceValue( i, 'acceleration' ); - emitter._assignAbsLifetimeValue( i, 'opacity' ); - emitter._assignAbsLifetimeValue( i, 'size' ); - emitter._assignAngleValue( i ); - emitter._assignRotationValue( i ); - emitter._assignParamsValue( i ); - emitter._assignColorValue( i ); - } - - // Update the geometry and make sure the attributes are referencing - // the typed arrays properly. - this._applyAttributesToGeometry(); - - // Store this emitter in this group's emitter's store. - this.emitters.push( emitter ); - this.emitterIDs.push( emitter.uuid ); - - // Update certain flags to enable shader calculations only if they're necessary. - this._updateDefines( emitter ); - - // Update the material since defines might have changed - this.material.needsUpdate = true; - this.geometry.needsUpdate = true; - this._attributesNeedRefresh = true; - - // Return the group to enable chaining. - return this; -}; - -/** - * Removes an SPE.Emitter instance from this group. When called, - * all particle's belonging to the given emitter will be instantly - * removed from the scene. - * - * @param {Emitter} emitter The emitter to add to this group. - */ -SPE.Group.prototype.removeEmitter = function( emitter ) { - 'use strict'; - - var emitterIndex = this.emitterIDs.indexOf( emitter.uuid ); - - // Ensure an actual emitter instance is passed here. - // - // Decided not to throw here, just in case a scene's - // rendering would be paused. Logging an error instead - // of stopping execution if exceptions aren't caught. - if ( emitter instanceof SPE.Emitter === false ) { - console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter ); - return; - } - - // Issue an error if the emitter isn't a member of this group. - else if ( emitterIndex === -1 ) { - console.error( 'Emitter does not exist in this group. Will not remove.' ); - return; - } - - // Kill all particles by marking them as dead - // and their age as 0. - var start = emitter.attributeOffset, - end = start + emitter.particleCount, - params = this.attributes.params.typedArray; - - // Set alive and age to zero. - for ( var i = start; i < end; ++i ) { - params.array[ i * 4 ] = 0.0; - params.array[ i * 4 + 1 ] = 0.0; - } - - // Remove the emitter from this group's "store". - this.emitters.splice( emitterIndex, 1 ); - this.emitterIDs.splice( emitterIndex, 1 ); - - // Remove this emitter's attribute values from all shader attributes. - // The `.splice()` call here also marks each attribute's buffer - // as needing to update it's entire contents. - for ( var attr in this.attributes ) { - if ( this.attributes.hasOwnProperty( attr ) ) { - this.attributes[ attr ].splice( start, end ); - } - } - - // Ensure this group's particle count is correct. - this.particleCount -= emitter.particleCount; - - // Call the emitter's remove method. - emitter._onRemove(); - - // Set a flag to indicate that the attribute buffers should - // be updated in their entirety on the next frame. - this._attributesNeedRefresh = true; -}; - - -/** - * Fetch a single emitter instance from the pool. - * If there are no objects in the pool, a new emitter will be - * created if specified. - * - * @return {Emitter|null} - */ -SPE.Group.prototype.getFromPool = function() { - 'use strict'; - - var pool = this._pool, - createNew = this._createNewWhenPoolEmpty; - - if ( pool.length ) { - return pool.pop(); - } - else if ( createNew ) { - var emitter = new SPE.Emitter( this._poolCreationSettings ); - - this.addEmitter( emitter ); - - return emitter; - } - - return null; -}; - - -/** - * Release an emitter into the pool. - * - * @param {ShaderParticleEmitter} emitter - * @return {Group} This group instance. - */ -SPE.Group.prototype.releaseIntoPool = function( emitter ) { - 'use strict'; - - if ( emitter instanceof SPE.Emitter === false ) { - console.error( 'Argument is not instanceof SPE.Emitter:', emitter ); - return; - } - - emitter.reset(); - this._pool.unshift( emitter ); - - return this; -}; - - -/** - * Get the pool array - * - * @return {Array} - */ -SPE.Group.prototype.getPool = function() { - 'use strict'; - return this._pool; -}; - - -/** - * Add a pool of emitters to this particle group - * - * @param {Number} numEmitters The number of emitters to add to the pool. - * @param {EmitterOptions|Array} emitterOptions An object, or array of objects, describing the options to pass to each emitter. - * @param {Boolean} createNew Should a new emitter be created if the pool runs out? - * @return {Group} This group instance. - */ -SPE.Group.prototype.addPool = function( numEmitters, emitterOptions, createNew ) { - 'use strict'; - - var emitter; - - // Save relevant settings and flags. - this._poolCreationSettings = emitterOptions; - this._createNewWhenPoolEmpty = !!createNew; - - // Create the emitters, add them to this group and the pool. - for ( var i = 0; i < numEmitters; ++i ) { - if ( Array.isArray( emitterOptions ) ) { - emitter = new SPE.Emitter( emitterOptions[ i ] ); - } - else { - emitter = new SPE.Emitter( emitterOptions ); - } - this.addEmitter( emitter ); - this.releaseIntoPool( emitter ); - } - - return this; -}; - - - -SPE.Group.prototype._triggerSingleEmitter = function( pos ) { - 'use strict'; - - var emitter = this.getFromPool(), - self = this; - - if ( emitter === null ) { - console.log( 'SPE.Group pool ran out.' ); - return; - } - - // TODO: - // - Make sure buffers are update with thus new position. - if ( pos instanceof THREE.Vector3 ) { - emitter.position.value.copy( pos ); - - // Trigger the setter for this property to force an - // update to the emitter's position attribute. - emitter.position.value = emitter.position.value; - } - - emitter.enable(); - - setTimeout( function() { - emitter.disable(); - self.releaseIntoPool( emitter ); - }, ( Math.max( emitter.duration, ( emitter.maxAge.value + emitter.maxAge.spread ) ) ) * 1000 ); - - return this; -}; - - -/** - * Set a given number of emitters as alive, with an optional position - * vector3 to move them to. - * - * @param {Number} numEmitters The number of emitters to activate - * @param {Object} [position=undefined] A THREE.Vector3 instance describing the position to activate the emitter(s) at. - * @return {Group} This group instance. - */ -SPE.Group.prototype.triggerPoolEmitter = function( numEmitters, position ) { - 'use strict'; - - if ( typeof numEmitters === 'number' && numEmitters > 1 ) { - for ( var i = 0; i < numEmitters; ++i ) { - this._triggerSingleEmitter( position ); - } - } - else { - this._triggerSingleEmitter( position ); - } - - return this; -}; - - - -SPE.Group.prototype._updateUniforms = function( dt ) { - 'use strict'; - - this.uniforms.runTime.value += dt; - this.uniforms.deltaTime.value = dt; -}; - -SPE.Group.prototype._resetBufferRanges = function() { - 'use strict'; - - var keys = this.attributeKeys, - i = this.attributeCount - 1, - attrs = this.attributes; - - for ( i; i >= 0; --i ) { - attrs[ keys[ i ] ].resetUpdateRange(); - } -}; - - -SPE.Group.prototype._updateBuffers = function( emitter ) { - 'use strict'; - - var keys = this.attributeKeys, - i = this.attributeCount - 1, - attrs = this.attributes, - emitterRanges = emitter.bufferUpdateRanges, - key, - emitterAttr, - attr; - - for ( i; i >= 0; --i ) { - key = keys[ i ]; - emitterAttr = emitterRanges[ key ]; - attr = attrs[ key ]; - attr.setUpdateRange( emitterAttr.min, emitterAttr.max ); - attr.flagUpdate(); - } -}; - - -/** - * Simulate all the emitter's belonging to this group, updating - * attribute values along the way. - * @param {Number} [dt=Group's `fixedTimeStep` value] The number of seconds to simulate the group's emitters for (deltaTime) - */ -SPE.Group.prototype.tick = function( dt ) { - 'use strict'; - - var emitters = this.emitters, - numEmitters = emitters.length, - deltaTime = dt || this.fixedTimeStep, - keys = this.attributeKeys, - i, - attrs = this.attributes; - - // Update uniform values. - this._updateUniforms( deltaTime ); - - // Reset buffer update ranges on the shader attributes. - this._resetBufferRanges(); - - - // If nothing needs updating, then stop here. - if ( - numEmitters === 0 && - this._attributesNeedRefresh === false && - this._attributesNeedDynamicReset === false - ) { - return; - } - - // Loop through each emitter in this group and - // simulate it, then update the shader attribute - // buffers. - for ( var i = 0, emitter; i < numEmitters; ++i ) { - emitter = emitters[ i ]; - emitter.tick( deltaTime ); - this._updateBuffers( emitter ); - } - - // If the shader attributes have been refreshed, - // then the dynamic properties of each buffer - // attribute will need to be reset back to - // what they should be. - if ( this._attributesNeedDynamicReset === true ) { - i = this.attributeCount - 1; - - for ( i; i >= 0; --i ) { - attrs[ keys[ i ] ].resetDynamic(); - } - - this._attributesNeedDynamicReset = false; - } - - // If this group's shader attributes need a full refresh - // then mark each attribute's buffer attribute as - // needing so. - if ( this._attributesNeedRefresh === true ) { - i = this.attributeCount - 1; - - for ( i; i >= 0; --i ) { - attrs[ keys[ i ] ].forceUpdateAll(); - } - - this._attributesNeedRefresh = false; - this._attributesNeedDynamicReset = true; - } -}; - - -/** - * Dipose the geometry and material for the group. - * - * @return {Group} Group instance. - */ -SPE.Group.prototype.dispose = function() { - 'use strict'; - this.geometry.dispose(); - this.material.dispose(); - return this; -}; - - -/** - * An SPE.Emitter instance. - * @typedef {Object} Emitter - * @see SPE.Emitter - */ - -/** - * A map of options to configure an SPE.Emitter instance. - * - * @typedef {Object} EmitterOptions - * - * @property {distribution} [type=BOX] The default distribution this emitter should use to control - * its particle's spawn position and force behaviour. - * Must be an SPE.distributions.* value. - * - * - * @property {Number} [particleCount=100] The total number of particles this emitter will hold. NOTE: this is not the number - * of particles emitted in a second, or anything like that. The number of particles - * emitted per-second is calculated by particleCount / maxAge (approximately!) - * - * @property {Number|null} [duration=null] The duration in seconds that this emitter should live for. If not specified, the emitter - * will emit particles indefinitely. - * NOTE: When an emitter is older than a specified duration, the emitter is NOT removed from - * it's group, but rather is just marked as dead, allowing it to be reanimated at a later time - * using `SPE.Emitter.prototype.enable()`. - * - * @property {Boolean} [isStatic=false] Whether this emitter should be not be simulated (true). - * @property {Boolean} [activeMultiplier=1] A value between 0 and 1 describing what percentage of this emitter's particlesPerSecond should be - * emitted, where 0 is 0%, and 1 is 100%. - * For example, having an emitter with 100 particles, a maxAge of 2, yields a particlesPerSecond - * value of 50. Setting `activeMultiplier` to 0.5, then, will only emit 25 particles per second (0.5 = 50%). - * Values greater than 1 will emulate a burst of particles, causing the emitter to run out of particles - * before it's next activation cycle. - * - * @property {Boolean} [direction=1] The direction of the emitter. If value is `1`, emitter will start at beginning of particle's lifecycle. - * If value is `-1`, emitter will start at end of particle's lifecycle and work it's way backwards. - * - * @property {Object} [maxAge={}] An object describing the particle's maximum age in seconds. - * @property {Number} [maxAge.value=2] A number between 0 and 1 describing the amount of maxAge to apply to all particles. - * @property {Number} [maxAge.spread=0] A number describing the maxAge variance on a per-particle basis. - * - * - * @property {Object} [position={}] An object describing this emitter's position. - * @property {Object} [position.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base position. - * @property {Object} [position.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's position variance on a per-particle basis. - * Note that when using a SPHERE or DISC distribution, only the x-component - * of this vector is used. - * When using a LINE distribution, this value is the endpoint of the LINE. - * @property {Object} [position.spreadClamp=new THREE.Vector3()] A THREE.Vector3 instance describing the numeric multiples the particle's should - * be spread out over. - * Note that when using a SPHERE or DISC distribution, only the x-component - * of this vector is used. - * When using a LINE distribution, this property is ignored. - * @property {Number} [position.radius=10] This emitter's base radius. - * @property {Object} [position.radiusScale=new THREE.Vector3()] A THREE.Vector3 instance describing the radius's scale in all three axes. Allows a SPHERE or DISC to be squashed or stretched. - * @property {distribution} [position.distribution=value of the `type` option.] A specific distribution to use when radiusing particles. Overrides the `type` option. - * @property {Boolean} [position.randomise=false] When a particle is re-spawned, whether it's position should be re-randomised or not. Can incur a performance hit. - * - * - * @property {Object} [velocity={}] An object describing this particle velocity. - * @property {Object} [velocity.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base velocity. - * @property {Object} [velocity.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's velocity variance on a per-particle basis. - * Note that when using a SPHERE or DISC distribution, only the x-component - * of this vector is used. - * @property {distribution} [velocity.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's velocity. Overrides the `type` option. - * @property {Boolean} [velocity.randomise=false] When a particle is re-spawned, whether it's velocity should be re-randomised or not. Can incur a performance hit. - * - * - * @property {Object} [acceleration={}] An object describing this particle's acceleration. - * @property {Object} [acceleration.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base acceleration. - * @property {Object} [acceleration.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's acceleration variance on a per-particle basis. - * Note that when using a SPHERE or DISC distribution, only the x-component - * of this vector is used. - * @property {distribution} [acceleration.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's acceleration. Overrides the `type` option. - * @property {Boolean} [acceleration.randomise=false] When a particle is re-spawned, whether it's acceleration should be re-randomised or not. Can incur a performance hit. - * - * - * @property {Object} [drag={}] An object describing this particle drag. Drag is applied to both velocity and acceleration values. - * @property {Number} [drag.value=0] A number between 0 and 1 describing the amount of drag to apply to all particles. - * @property {Number} [drag.spread=0] A number describing the drag variance on a per-particle basis. - * @property {Boolean} [drag.randomise=false] When a particle is re-spawned, whether it's drag should be re-randomised or not. Can incur a performance hit. - * - * - * @property {Object} [wiggle={}] This is quite a fun one! The values of this object will determine whether a particle will wiggle, or jiggle, or wave, - * or shimmy, or waggle, or... Well you get the idea. The wiggle is calculated over-time, meaning that a particle will - * start off with no wiggle, and end up wiggling about with the distance of the `value` specified by the time it dies. - * It's quite handy to simulate fire embers, or similar effects where the particle's position should slightly change over - * time, and such change isn't easily controlled by rotation, velocity, or acceleration. The wiggle is a combination of sin and cos calculations, so is circular in nature. - * @property {Number} [wiggle.value=0] A number describing the amount of wiggle to apply to all particles. It's measured in distance. - * @property {Number} [wiggle.spread=0] A number describing the wiggle variance on a per-particle basis. - * - * - * @property {Object} [rotation={}] An object describing this emitter's rotation. It can either be static, or set to rotate from 0radians to the value of `rotation.value` - * over a particle's lifetime. Rotation values affect both a particle's position and the forces applied to it. - * @property {Object} [rotation.axis=new THREE.Vector3(0, 1, 0)] A THREE.Vector3 instance describing this emitter's axis of rotation. - * @property {Object} [rotation.axisSpread=new THREE.Vector3()] A THREE.Vector3 instance describing the amount of variance to apply to the axis of rotation on - * a per-particle basis. - * @property {Number} [rotation.angle=0] The angle of rotation, given in radians. If `rotation.static` is true, the emitter will start off rotated at this angle, and stay as such. - * Otherwise, the particles will rotate from 0radians to this value over their lifetimes. - * @property {Number} [rotation.angleSpread=0] The amount of variance in each particle's rotation angle. - * @property {Boolean} [rotation.static=false] Whether the rotation should be static or not. - * @property {Object} [rotation.center=The value of `position.value`] A THREE.Vector3 instance describing the center point of rotation. - * @property {Boolean} [rotation.randomise=false] When a particle is re-spawned, whether it's rotation should be re-randomised or not. Can incur a performance hit. - * - * - * @property {Object} [color={}] An object describing a particle's color. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be - * given to describe specific value changes over a particle's lifetime. - * Depending on the value of SPE.valueOverLifetimeLength, if arrays of THREE.Color instances are given, then the array will be interpolated to - * have a length matching the value of SPE.valueOverLifetimeLength. - * @property {Object} [color.value=new THREE.Color()] Either a single THREE.Color instance, or an array of THREE.Color instances to describe the color of a particle over it's lifetime. - * @property {Object} [color.spread=new THREE.Vector3()] Either a single THREE.Vector3 instance, or an array of THREE.Vector3 instances to describe the color variance of a particle over it's lifetime. - * @property {Boolean} [color.randomise=false] When a particle is re-spawned, whether it's color should be re-randomised or not. Can incur a performance hit. - * - * - * @property {Object} [opacity={}] An object describing a particle's opacity. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be - * given to describe specific value changes over a particle's lifetime. - * Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to - * have a length matching the value of SPE.valueOverLifetimeLength. - * @property {Number} [opacity.value=1] Either a single number, or an array of numbers to describe the opacity of a particle over it's lifetime. - * @property {Number} [opacity.spread=0] Either a single number, or an array of numbers to describe the opacity variance of a particle over it's lifetime. - * @property {Boolean} [opacity.randomise=false] When a particle is re-spawned, whether it's opacity should be re-randomised or not. Can incur a performance hit. - * - * - * @property {Object} [size={}] An object describing a particle's size. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be - * given to describe specific value changes over a particle's lifetime. - * Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to - * have a length matching the value of SPE.valueOverLifetimeLength. - * @property {Number} [size.value=1] Either a single number, or an array of numbers to describe the size of a particle over it's lifetime. - * @property {Number} [size.spread=0] Either a single number, or an array of numbers to describe the size variance of a particle over it's lifetime. - * @property {Boolean} [size.randomise=false] When a particle is re-spawned, whether it's size should be re-randomised or not. Can incur a performance hit. - * - * - * @property {Object} [angle={}] An object describing a particle's angle. The angle is a 2d-rotation, measured in radians, applied to the particle's texture. - * NOTE: if a particle's texture is a sprite-sheet, this value IS IGNORED. - * This property is a "value-over-lifetime" property, meaning an array of values and spreads can be - * given to describe specific value changes over a particle's lifetime. - * Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to - * have a length matching the value of SPE.valueOverLifetimeLength. - * @property {Number} [angle.value=0] Either a single number, or an array of numbers to describe the angle of a particle over it's lifetime. - * @property {Number} [angle.spread=0] Either a single number, or an array of numbers to describe the angle variance of a particle over it's lifetime. - * @property {Boolean} [angle.randomise=false] When a particle is re-spawned, whether it's angle should be re-randomised or not. Can incur a performance hit. - * - */ - -/** - * The SPE.Emitter class. - * - * @constructor - * - * @param {EmitterOptions} options A map of options to configure the emitter. - */ -SPE.Emitter = function( options ) { - 'use strict'; - - var utils = SPE.utils, - types = utils.types, - lifetimeLength = SPE.valueOverLifetimeLength; - - // Ensure we have a map of options to play with, - // and that each option is in the correct format. - options = utils.ensureTypedArg( options, types.OBJECT, {} ); - options.position = utils.ensureTypedArg( options.position, types.OBJECT, {} ); - options.velocity = utils.ensureTypedArg( options.velocity, types.OBJECT, {} ); - options.acceleration = utils.ensureTypedArg( options.acceleration, types.OBJECT, {} ); - options.radius = utils.ensureTypedArg( options.radius, types.OBJECT, {} ); - options.drag = utils.ensureTypedArg( options.drag, types.OBJECT, {} ); - options.rotation = utils.ensureTypedArg( options.rotation, types.OBJECT, {} ); - options.color = utils.ensureTypedArg( options.color, types.OBJECT, {} ); - options.opacity = utils.ensureTypedArg( options.opacity, types.OBJECT, {} ); - options.size = utils.ensureTypedArg( options.size, types.OBJECT, {} ); - options.angle = utils.ensureTypedArg( options.angle, types.OBJECT, {} ); - options.wiggle = utils.ensureTypedArg( options.wiggle, types.OBJECT, {} ); - options.maxAge = utils.ensureTypedArg( options.maxAge, types.OBJECT, {} ); - - if ( options.onParticleSpawn ) { - console.warn( 'onParticleSpawn has been removed. Please set properties directly to alter values at runtime.' ); - } - - this.uuid = THREE.Math.generateUUID(); - - this.type = utils.ensureTypedArg( options.type, types.NUMBER, SPE.distributions.BOX ); - - // Start assigning properties...kicking it off with props that DON'T support values over - // lifetimes. - // - // Btw, values over lifetimes are just the new way of referring to *Start, *Middle, and *End. - this.position = { - _value: utils.ensureInstanceOf( options.position.value, THREE.Vector3, new THREE.Vector3() ), - _spread: utils.ensureInstanceOf( options.position.spread, THREE.Vector3, new THREE.Vector3() ), - _spreadClamp: utils.ensureInstanceOf( options.position.spreadClamp, THREE.Vector3, new THREE.Vector3() ), - _distribution: utils.ensureTypedArg( options.position.distribution, types.NUMBER, this.type ), - _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ), - _radius: utils.ensureTypedArg( options.position.radius, types.NUMBER, 10 ), - _radiusScale: utils.ensureInstanceOf( options.position.radiusScale, THREE.Vector3, new THREE.Vector3( 1, 1, 1 ) ), - _distributionClamp: utils.ensureTypedArg( options.position.distributionClamp, types.NUMBER, 0 ), - }; - - this.velocity = { - _value: utils.ensureInstanceOf( options.velocity.value, THREE.Vector3, new THREE.Vector3() ), - _spread: utils.ensureInstanceOf( options.velocity.spread, THREE.Vector3, new THREE.Vector3() ), - _distribution: utils.ensureTypedArg( options.velocity.distribution, types.NUMBER, this.type ), - _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) - }; - - this.acceleration = { - _value: utils.ensureInstanceOf( options.acceleration.value, THREE.Vector3, new THREE.Vector3() ), - _spread: utils.ensureInstanceOf( options.acceleration.spread, THREE.Vector3, new THREE.Vector3() ), - _distribution: utils.ensureTypedArg( options.acceleration.distribution, types.NUMBER, this.type ), - _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) - }; - - this.drag = { - _value: utils.ensureTypedArg( options.drag.value, types.NUMBER, 0 ), - _spread: utils.ensureTypedArg( options.drag.spread, types.NUMBER, 0 ), - _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) - }; - - this.wiggle = { - _value: utils.ensureTypedArg( options.wiggle.value, types.NUMBER, 0 ), - _spread: utils.ensureTypedArg( options.wiggle.spread, types.NUMBER, 0 ) - }; - - this.rotation = { - _axis: utils.ensureInstanceOf( options.rotation.axis, THREE.Vector3, new THREE.Vector3( 0.0, 1.0, 0.0 ) ), - _axisSpread: utils.ensureInstanceOf( options.rotation.axisSpread, THREE.Vector3, new THREE.Vector3() ), - _angle: utils.ensureTypedArg( options.rotation.angle, types.NUMBER, 0 ), - _angleSpread: utils.ensureTypedArg( options.rotation.angleSpread, types.NUMBER, 0 ), - _static: utils.ensureTypedArg( options.rotation.static, types.BOOLEAN, false ), - _center: utils.ensureInstanceOf( options.rotation.center, THREE.Vector3, this.position._value.clone() ), - _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) - }; - - - this.maxAge = { - _value: utils.ensureTypedArg( options.maxAge.value, types.NUMBER, 2 ), - _spread: utils.ensureTypedArg( options.maxAge.spread, types.NUMBER, 0 ) - }; - - - - // The following properties can support either single values, or an array of values that change - // the property over a particle's lifetime (value over lifetime). - this.color = { - _value: utils.ensureArrayInstanceOf( options.color.value, THREE.Color, new THREE.Color() ), - _spread: utils.ensureArrayInstanceOf( options.color.spread, THREE.Vector3, new THREE.Vector3() ), - _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) - }; - - this.opacity = { - _value: utils.ensureArrayTypedArg( options.opacity.value, types.NUMBER, 1 ), - _spread: utils.ensureArrayTypedArg( options.opacity.spread, types.NUMBER, 0 ), - _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) - }; - - this.size = { - _value: utils.ensureArrayTypedArg( options.size.value, types.NUMBER, 1 ), - _spread: utils.ensureArrayTypedArg( options.size.spread, types.NUMBER, 0 ), - _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) - }; - - this.angle = { - _value: utils.ensureArrayTypedArg( options.angle.value, types.NUMBER, 0 ), - _spread: utils.ensureArrayTypedArg( options.angle.spread, types.NUMBER, 0 ), - _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) - }; - - - // Assign renaining option values. - this.particleCount = utils.ensureTypedArg( options.particleCount, types.NUMBER, 100 ); - this.duration = utils.ensureTypedArg( options.duration, types.NUMBER, null ); - this.isStatic = utils.ensureTypedArg( options.isStatic, types.BOOLEAN, false ); - this.activeMultiplier = utils.ensureTypedArg( options.activeMultiplier, types.NUMBER, 1 ); - this.direction = utils.ensureTypedArg( options.direction, types.NUMBER, 1 ); - - // Whether this emitter is alive or not. - this.alive = utils.ensureTypedArg( options.alive, types.BOOLEAN, true ); - - - // The following properties are set internally and are not - // user-controllable. - this.particlesPerSecond = 0; - - // The current particle index for which particles should - // be marked as active on the next update cycle. - this.activationIndex = 0; - - // The offset in the typed arrays this emitter's - // particle's values will start at - this.attributeOffset = 0; - - // The end of the range in the attribute buffers - this.attributeEnd = 0; - - - - // Holds the time the emitter has been alive for. - this.age = 0.0; - - // Holds the number of currently-alive particles - this.activeParticleCount = 0.0; - - // Holds a reference to this emitter's group once - // it's added to one. - this.group = null; - - // Holds a reference to this emitter's group's attributes object - // for easier access. - this.attributes = null; - - // Holds a reference to the params attribute's typed array - // for quicker access. - this.paramsArray = null; - - // A set of flags to determine whether particular properties - // should be re-randomised when a particle is reset. - // - // If a `randomise` property is given, this is preferred. - // Otherwise, it looks at whether a spread value has been - // given. - // - // It allows randomization to be turned off as desired. If - // all randomization is turned off, then I'd expect a performance - // boost as no attribute buffers (excluding the `params`) - // would have to be re-passed to the GPU each frame (since nothing - // except the `params` attribute would have changed). - this.resetFlags = { - // params: utils.ensureTypedArg( options.maxAge.randomise, types.BOOLEAN, !!options.maxAge.spread ) || - // utils.ensureTypedArg( options.wiggle.randomise, types.BOOLEAN, !!options.wiggle.spread ), - position: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) || - utils.ensureTypedArg( options.radius.randomise, types.BOOLEAN, false ), - velocity: utils.ensureTypedArg( options.velocity.randomise, types.BOOLEAN, false ), - acceleration: utils.ensureTypedArg( options.acceleration.randomise, types.BOOLEAN, false ) || - utils.ensureTypedArg( options.drag.randomise, types.BOOLEAN, false ), - rotation: utils.ensureTypedArg( options.rotation.randomise, types.BOOLEAN, false ), - rotationCenter: utils.ensureTypedArg( options.rotation.randomise, types.BOOLEAN, false ), - size: utils.ensureTypedArg( options.size.randomise, types.BOOLEAN, false ), - color: utils.ensureTypedArg( options.color.randomise, types.BOOLEAN, false ), - opacity: utils.ensureTypedArg( options.opacity.randomise, types.BOOLEAN, false ), - angle: utils.ensureTypedArg( options.angle.randomise, types.BOOLEAN, false ) - }; - - this.updateFlags = {}; - this.updateCounts = {}; - - // A map to indicate which emitter parameters should update - // which attribute. - this.updateMap = { - maxAge: 'params', - position: 'position', - velocity: 'velocity', - acceleration: 'acceleration', - drag: 'acceleration', - wiggle: 'params', - rotation: 'rotation', - size: 'size', - color: 'color', - opacity: 'opacity', - angle: 'angle' - }; - - for ( var i in this.updateMap ) { - if ( this.updateMap.hasOwnProperty( i ) ) { - this.updateCounts[ this.updateMap[ i ] ] = 0.0; - this.updateFlags[ this.updateMap[ i ] ] = false; - this._createGetterSetters( this[ i ], i ); - } - } - - this.bufferUpdateRanges = {}; - this.attributeKeys = null; - this.attributeCount = 0; - - - // Ensure that the value-over-lifetime property objects above - // have value and spread properties that are of the same length. - // - // Also, for now, make sure they have a length of 3 (min/max arguments here). - utils.ensureValueOverLifetimeCompliance( this.color, lifetimeLength, lifetimeLength ); - utils.ensureValueOverLifetimeCompliance( this.opacity, lifetimeLength, lifetimeLength ); - utils.ensureValueOverLifetimeCompliance( this.size, lifetimeLength, lifetimeLength ); - utils.ensureValueOverLifetimeCompliance( this.angle, lifetimeLength, lifetimeLength ); -}; - -SPE.Emitter.constructor = SPE.Emitter; - -SPE.Emitter.prototype._createGetterSetters = function( propObj, propName ) { - 'use strict'; - - var self = this; - - for ( var i in propObj ) { - if ( propObj.hasOwnProperty( i ) ) { - - var name = i.replace( '_', '' ); - - Object.defineProperty( propObj, name, { - get: ( function( prop ) { - return function() { - return this[ prop ]; - }; - }( i ) ), - - set: ( function( prop ) { - return function( value ) { - var mapName = self.updateMap[ propName ], - prevValue = this[ prop ], - length = SPE.valueOverLifetimeLength; - - if ( prop === '_rotationCenter' ) { - self.updateFlags.rotationCenter = true; - self.updateCounts.rotationCenter = 0.0; - } - else if ( prop === '_randomise' ) { - self.resetFlags[ mapName ] = value; - } - else { - self.updateFlags[ mapName ] = true; - self.updateCounts[ mapName ] = 0.0; - } - - self.group._updateDefines(); - - this[ prop ] = value; - - // If the previous value was an array, then make - // sure the provided value is interpolated correctly. - if ( Array.isArray( prevValue ) ) { - SPE.utils.ensureValueOverLifetimeCompliance( self[ propName ], length, length ); - } - }; - }( i ) ) - } ); - } - } -}; - -SPE.Emitter.prototype._setBufferUpdateRanges = function( keys ) { - 'use strict'; - - this.attributeKeys = keys; - this.attributeCount = keys.length; - - for ( var i = this.attributeCount - 1; i >= 0; --i ) { - this.bufferUpdateRanges[ keys[ i ] ] = { - min: Number.POSITIVE_INFINITY, - max: Number.NEGATIVE_INFINITY - }; - } -}; - -SPE.Emitter.prototype._calculatePPSValue = function( groupMaxAge ) { - 'use strict'; - - var particleCount = this.particleCount; - - - // Calculate the `particlesPerSecond` value for this emitter. It's used - // when determining which particles should die and which should live to - // see another day. Or be born, for that matter. The "God" property. - if ( this.duration ) { - this.particlesPerSecond = particleCount / ( groupMaxAge < this.duration ? groupMaxAge : this.duration ); - } - else { - this.particlesPerSecond = particleCount / groupMaxAge; - } -}; - -SPE.Emitter.prototype._setAttributeOffset = function( startIndex ) { - this.attributeOffset = startIndex; - this.activationIndex = startIndex; - this.activationEnd = startIndex + this.particleCount; -}; - - -SPE.Emitter.prototype._assignValue = function( prop, index ) { - 'use strict'; - - switch ( prop ) { - case 'position': - this._assignPositionValue( index ); - break; - - case 'velocity': - case 'acceleration': - this._assignForceValue( index, prop ); - break; - - case 'size': - case 'opacity': - this._assignAbsLifetimeValue( index, prop ); - break; - - case 'angle': - this._assignAngleValue( index ); - break; - - case 'params': - this._assignParamsValue( index ); - break; - - case 'rotation': - this._assignRotationValue( index ); - break; - - case 'color': - this._assignColorValue( index ); - break; - } -}; - -SPE.Emitter.prototype._assignPositionValue = function( index ) { - 'use strict'; - - var distributions = SPE.distributions, - utils = SPE.utils, - prop = this.position, - attr = this.attributes.position, - value = prop._value, - spread = prop._spread, - distribution = prop._distribution; - - switch ( distribution ) { - case distributions.BOX: - utils.randomVector3( attr, index, value, spread, prop._spreadClamp ); - break; - - case distributions.SPHERE: - utils.randomVector3OnSphere( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x, prop._distributionClamp || this.particleCount ); - break; - - case distributions.DISC: - utils.randomVector3OnDisc( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x ); - break; - - case distributions.LINE: - utils.randomVector3OnLine( attr, index, value, spread ); - break; - } -}; - -SPE.Emitter.prototype._assignForceValue = function( index, attrName ) { - 'use strict'; - - var distributions = SPE.distributions, - utils = SPE.utils, - prop = this[ attrName ], - value = prop._value, - spread = prop._spread, - distribution = prop._distribution, - pos, - positionX, - positionY, - positionZ, - i; - - switch ( distribution ) { - case distributions.BOX: - utils.randomVector3( this.attributes[ attrName ], index, value, spread ); - break; - - case distributions.SPHERE: - pos = this.attributes.position.typedArray.array; - i = index * 3; - - // Ensure position values aren't zero, otherwise no force will be - // applied. - // positionX = utils.zeroToEpsilon( pos[ i ], true ); - // positionY = utils.zeroToEpsilon( pos[ i + 1 ], true ); - // positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true ); - positionX = pos[ i ]; - positionY = pos[ i + 1 ]; - positionZ = pos[ i + 2 ]; - - utils.randomDirectionVector3OnSphere( - this.attributes[ attrName ], index, - positionX, positionY, positionZ, - this.position._value, - prop._value.x, - prop._spread.x - ); - break; - - case distributions.DISC: - pos = this.attributes.position.typedArray.array; - i = index * 3; - - // Ensure position values aren't zero, otherwise no force will be - // applied. - // positionX = utils.zeroToEpsilon( pos[ i ], true ); - // positionY = utils.zeroToEpsilon( pos[ i + 1 ], true ); - // positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true ); - positionX = pos[ i ]; - positionY = pos[ i + 1 ]; - positionZ = pos[ i + 2 ]; - - utils.randomDirectionVector3OnDisc( - this.attributes[ attrName ], index, - positionX, positionY, positionZ, - this.position._value, - prop._value.x, - prop._spread.x - ); - break; - - case distributions.LINE: - utils.randomVector3OnLine( this.attributes[ attrName ], index, value, spread ); - break; - } - - if ( attrName === 'acceleration' ) { - var drag = utils.clamp( utils.randomFloat( this.drag._value, this.drag._spread ), 0, 1 ); - this.attributes.acceleration.typedArray.array[ index * 4 + 3 ] = drag; - } -}; - -SPE.Emitter.prototype._assignAbsLifetimeValue = function( index, propName ) { - 'use strict'; - - var array = this.attributes[ propName ].typedArray, - prop = this[ propName ], - utils = SPE.utils, - value; - - if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) { - value = Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) ); - array.setVec4Components( index, value, value, value, value ); - } - else { - array.setVec4Components( index, - Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) ), - Math.abs( utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ) ), - Math.abs( utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ) ), - Math.abs( utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] ) ) - ); - } -}; - -SPE.Emitter.prototype._assignAngleValue = function( index ) { - 'use strict'; - - var array = this.attributes.angle.typedArray, - prop = this.angle, - utils = SPE.utils, - value; - - if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) { - value = utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ); - array.setVec4Components( index, value, value, value, value ); - } - else { - array.setVec4Components( index, - utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ), - utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ), - utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ), - utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] ) - ); - } -}; - -SPE.Emitter.prototype._assignParamsValue = function( index ) { - 'use strict'; - - this.attributes.params.typedArray.setVec4Components( index, - this.isStatic ? 1 : 0, - 0.0, - Math.abs( SPE.utils.randomFloat( this.maxAge._value, this.maxAge._spread ) ), - SPE.utils.randomFloat( this.wiggle._value, this.wiggle._spread ) - ); -}; - -SPE.Emitter.prototype._assignRotationValue = function( index ) { - 'use strict'; - - this.attributes.rotation.typedArray.setVec3Components( index, - SPE.utils.getPackedRotationAxis( this.rotation._axis, this.rotation._axisSpread ), - SPE.utils.randomFloat( this.rotation._angle, this.rotation._angleSpread ), - this.rotation._static ? 0 : 1 - ); - - this.attributes.rotationCenter.typedArray.setVec3( index, this.rotation._center ); -}; - -SPE.Emitter.prototype._assignColorValue = function( index ) { - 'use strict'; - SPE.utils.randomColorAsHex( this.attributes.color, index, this.color._value, this.color._spread ); -}; - -SPE.Emitter.prototype._resetParticle = function( index ) { - 'use strict'; - - var resetFlags = this.resetFlags, - updateFlags = this.updateFlags, - updateCounts = this.updateCounts, - keys = this.attributeKeys, - key, - updateFlag; - - for ( var i = this.attributeCount - 1; i >= 0; --i ) { - key = keys[ i ]; - updateFlag = updateFlags[ key ]; - - if ( resetFlags[ key ] === true || updateFlag === true ) { - this._assignValue( key, index ); - this._updateAttributeUpdateRange( key, index ); - - if ( updateFlag === true && updateCounts[ key ] === this.particleCount ) { - updateFlags[ key ] = false; - updateCounts[ key ] = 0.0; - } - else if ( updateFlag == true ) { - ++updateCounts[ key ]; - } - } - } -}; - -SPE.Emitter.prototype._updateAttributeUpdateRange = function( attr, i ) { - 'use strict'; - - var ranges = this.bufferUpdateRanges[ attr ]; - - ranges.min = Math.min( i, ranges.min ); - ranges.max = Math.max( i, ranges.max ); -}; - -SPE.Emitter.prototype._resetBufferRanges = function() { - 'use strict'; - - var ranges = this.bufferUpdateRanges, - keys = this.bufferUpdateKeys, - i = this.bufferUpdateCount - 1, - key; - - for ( i; i >= 0; --i ) { - key = keys[ i ]; - ranges[ key ].min = Number.POSITIVE_INFINITY; - ranges[ key ].max = Number.NEGATIVE_INFINITY; - } -}; - -SPE.Emitter.prototype._onRemove = function() { - 'use strict'; - // Reset any properties of the emitter that were set by - // a group when it was added. - this.particlesPerSecond = 0; - this.attributeOffset = 0; - this.activationIndex = 0; - this.activeParticleCount = 0; - this.group = null; - this.attributes = null; - this.paramsArray = null; - this.age = 0.0; -}; - -SPE.Emitter.prototype._decrementParticleCount = function() { - 'use strict'; - --this.activeParticleCount; - - // TODO: - // - Trigger event if count === 0. -}; - -SPE.Emitter.prototype._incrementParticleCount = function() { - 'use strict'; - ++this.activeParticleCount; - - // TODO: - // - Trigger event if count === this.particleCount. -}; - -SPE.Emitter.prototype._checkParticleAges = function( start, end, params, dt ) { - 'use strict'; - for ( var i = end - 1, index, maxAge, age, alive; i >= start; --i ) { - index = i * 4; - - alive = params[ index ]; - - if ( alive === 0.0 ) { - continue; - } - - // Increment age - age = params[ index + 1 ]; - maxAge = params[ index + 2 ]; - - if ( this.direction === 1 ) { - age += dt; - - if ( age >= maxAge ) { - age = 0.0; - alive = 0.0; - this._decrementParticleCount(); - } - } - else { - age -= dt; - - if ( age <= 0.0 ) { - age = maxAge; - alive = 0.0; - this._decrementParticleCount(); - } - } - - params[ index ] = alive; - params[ index + 1 ] = age; - - this._updateAttributeUpdateRange( 'params', i ); - } -}; - -SPE.Emitter.prototype._activateParticles = function( activationStart, activationEnd, params, dtPerParticle ) { - 'use strict'; - var direction = this.direction; - - for ( var i = activationStart, index, dtValue; i < activationEnd; ++i ) { - index = i * 4; - - // Don't re-activate particles that aren't dead yet. - // if ( params[ index ] !== 0.0 && ( this.particleCount !== 1 || this.activeMultiplier !== 1 ) ) { - // continue; - // } - - if ( params[ index ] != 0.0 && this.particleCount !== 1 ) { - continue; - } - - // Increment the active particle count. - this._incrementParticleCount(); - - // Mark the particle as alive. - params[ index ] = 1.0; - - // Reset the particle - this._resetParticle( i ); - - // Move each particle being activated to - // it's actual position in time. - // - // This stops particles being 'clumped' together - // when frame rates are on the lower side of 60fps - // or not constant (a very real possibility!) - dtValue = dtPerParticle * ( i - activationStart ) - params[ index + 1 ] = direction === -1 ? params[ index + 2 ] - dtValue : dtValue; - - this._updateAttributeUpdateRange( 'params', i ); - } -}; - -/** - * Simulates one frame's worth of particles, updating particles - * that are already alive, and marking ones that are currently dead - * but should be alive as alive. - * - * If the emitter is marked as static, then this function will do nothing. - * - * @param {Number} dt The number of seconds to simulate (deltaTime) - */ -SPE.Emitter.prototype.tick = function( dt ) { - 'use strict'; - - if ( this.isStatic ) { - return; - } - - if ( this.paramsArray === null ) { - this.paramsArray = this.attributes.params.typedArray.array; - } - - var start = this.attributeOffset, - end = start + this.particleCount, - params = this.paramsArray, // vec3( alive, age, maxAge, wiggle ) - ppsDt = this.particlesPerSecond * this.activeMultiplier * dt, - activationIndex = this.activationIndex; - - // Reset the buffer update indices. - this._resetBufferRanges(); - - // Increment age for those particles that are alive, - // and kill off any particles whose age is over the limit. - this._checkParticleAges( start, end, params, dt ); - - // If the emitter is dead, reset the age of the emitter to zero, - // ready to go again if required - if ( this.alive === false ) { - this.age = 0.0; - return; - } - - // If the emitter has a specified lifetime and we've exceeded it, - // mark the emitter as dead. - if ( this.duration !== null && this.age > this.duration ) { - this.alive = false; - this.age = 0.0; - return; - } - - - var activationStart = this.particleCount === 1 ? activationIndex : ( activationIndex | 0 ), - activationEnd = Math.min( activationStart + ppsDt, this.activationEnd ), - activationCount = activationEnd - this.activationIndex | 0, - dtPerParticle = activationCount > 0 ? dt / activationCount : 0; - - this._activateParticles( activationStart, activationEnd, params, dtPerParticle ); - - // Move the activation window forward, soldier. - this.activationIndex += ppsDt; - - if ( this.activationIndex > end ) { - this.activationIndex = start; - } - - - // Increment the age of the emitter. - this.age += dt; -}; - -/** - * Resets all the emitter's particles to their start positions - * and marks the particles as dead if the `force` argument is - * true. - * - * @param {Boolean} [force=undefined] If true, all particles will be marked as dead instantly. - * @return {Emitter} This emitter instance. - */ -SPE.Emitter.prototype.reset = function( force ) { - 'use strict'; - - this.age = 0.0; - this.alive = false; - - if ( force === true ) { - var start = this.attributeOffset, - end = start + this.particleCount, - array = this.paramsArray, - attr = this.attributes.params.bufferAttribute; - - for ( var i = end - 1, index; i >= start; --i ) { - index = i * 4; - - array[ index ] = 0.0; - array[ index + 1 ] = 0.0; - } - - attr.updateRange.offset = 0; - attr.updateRange.count = -1; - attr.needsUpdate = true; - } - - return this; -}; - -/** - * Enables the emitter. If not already enabled, the emitter - * will start emitting particles. - * - * @return {Emitter} This emitter instance. - */ -SPE.Emitter.prototype.enable = function() { - 'use strict'; - this.alive = true; - return this; -}; - -/** - * Disables th emitter, but does not instantly remove it's - * particles fromt the scene. When called, the emitter will be - * 'switched off' and just stop emitting. Any particle's alive will - * be allowed to finish their lifecycle. - * - * @return {Emitter} This emitter instance. - */ -SPE.Emitter.prototype.disable = function() { - 'use strict'; - - this.alive = false; - return this; -}; - -/** - * Remove this emitter from it's parent group (if it has been added to one). - * Delgates to SPE.group.prototype.removeEmitter(). - * - * When called, all particle's belonging to this emitter will be instantly - * removed from the scene. - * - * @return {Emitter} This emitter instance. - * - * @see SPE.Group.prototype.removeEmitter - */ -SPE.Emitter.prototype.remove = function() { - 'use strict'; - if ( this.group !== null ) { - this.group.removeEmitter( this ); - } - else { - console.error( 'Emitter does not belong to a group, cannot remove.' ); - } - - return this; -}; diff --git a/build/SPE.min.js b/build/SPE.min.js deleted file mode 100644 index dcc9d56..0000000 --- a/build/SPE.min.js +++ /dev/null @@ -1,52 +0,0 @@ -/* shader-particle-engine 1.0.6 - * - * (c) 2015 Luke Moody (http://www.github.com/squarefeet) - * Originally based on Lee Stemkoski's original work (https://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/js/ParticleEngine.js). - * - * shader-particle-engine may be freely distributed under the MIT license (See LICENSE at root of this repository.) - */ -var SPE={distributions:{BOX:1,SPHERE:2,DISC:3,LINE:4},valueOverLifetimeLength:4};"function"==typeof define&&define.amd?define("spe",SPE):"undefined"!=typeof exports&&"undefined"!=typeof module&&(module.exports=SPE),SPE.TypedArrayHelper=function(a,b,c,d){"use strict";this.componentSize=c||1,this.size=b||1,this.TypedArrayConstructor=a||Float32Array,this.array=new a(b*this.componentSize),this.indexOffset=d||0},SPE.TypedArrayHelper.constructor=SPE.TypedArrayHelper,SPE.TypedArrayHelper.prototype.setSize=function(a,b){"use strict";var c=this.array.length;return b||(a*=this.componentSize),ac?this.grow(a):void console.info("TypedArray is already of size:",a+".","Will not resize.")},SPE.TypedArrayHelper.prototype.shrink=function(a){"use strict";return this.array=this.array.subarray(0,a),this.size=a,this},SPE.TypedArrayHelper.prototype.grow=function(a){"use strict";var b=this.array,c=new this.TypedArrayConstructor(a);return c.set(b),this.array=c,this.size=a,this}, -SPE.TypedArrayHelper.prototype.splice=function(a,b){"use strict";a*=this.componentSize,b*=this.componentSize;for(var c=[],d=this.array,e=d.length,f=0;f=b)&&c.push(d[f]);return this.setFromArray(0,c),this},SPE.TypedArrayHelper.prototype.setFromArray=function(a,b){"use strict";var c=b.length,d=a+c;return d>this.array.length?this.grow(d):d=81&&(this.bufferAttribute.count=this.bufferAttribute.array.length/this.bufferAttribute.itemSize),void(this.bufferAttribute.needsUpdate=!0);this.bufferAttribute=new THREE.BufferAttribute(this.typedArray.array,this.componentSize),this.bufferAttribute.dynamic=this.dynamicBuffer},SPE.ShaderAttribute.prototype.getLength=function(){"use strict";return null===this.typedArray?0:this.typedArray.array.length},SPE.shaderChunks={defines:["#define PACKED_COLOR_SIZE 256.0","#define PACKED_COLOR_DIVISOR 255.0"].join("\n"), -uniforms:["uniform float deltaTime;","uniform float runTime;","uniform sampler2D texture;","uniform vec4 textureAnimation;","uniform float scale;"].join("\n"),attributes:["attribute vec4 acceleration;","attribute vec3 velocity;","attribute vec4 rotation;","attribute vec3 rotationCenter;","attribute vec4 params;","attribute vec4 size;","attribute vec4 angle;","attribute vec4 color;","attribute vec4 opacity;"].join("\n"),varyings:["varying vec4 vColor;","#ifdef SHOULD_ROTATE_TEXTURE"," varying float vAngle;","#endif","#ifdef SHOULD_CALCULATE_SPRITE"," varying vec4 vSpriteSheet;","#endif"].join("\n"), -branchAvoidanceFunctions:["float when_gt(float x, float y) {"," return max(sign(x - y), 0.0);","}","float when_lt(float x, float y) {"," return min( max(1.0 - sign(x - y), 0.0), 1.0 );","}","float when_eq( float x, float y ) {"," return 1.0 - abs( sign( x - y ) );","}","float when_ge(float x, float y) {"," return 1.0 - when_lt(x, y);","}","float when_le(float x, float y) {"," return 1.0 - when_gt(x, y);","}","float and(float a, float b) {"," return a * b;","}","float or(float a, float b) {"," return min(a + b, 1.0);","}"].join("\n"),unpackColor:["vec3 unpackColor( in float hex ) {"," vec3 c = vec3( 0.0 );"," float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );"," float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );"," float b = mod( hex, PACKED_COLOR_SIZE );"," c.r = r / PACKED_COLOR_DIVISOR;"," c.g = g / PACKED_COLOR_DIVISOR;"," c.b = b / PACKED_COLOR_DIVISOR;"," return c;","}"].join("\n"), -unpackRotationAxis:["vec3 unpackRotationAxis( in float hex ) {"," vec3 c = vec3( 0.0 );"," float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );"," float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );"," float b = mod( hex, PACKED_COLOR_SIZE );"," c.r = r / PACKED_COLOR_DIVISOR;"," c.g = g / PACKED_COLOR_DIVISOR;"," c.b = b / PACKED_COLOR_DIVISOR;"," c *= vec3( 2.0 );"," c -= vec3( 1.0 );"," return c;","}"].join("\n"), -floatOverLifetime:["float getFloatOverLifetime( in float positionInTime, in vec4 attr ) {"," highp float value = 0.0;"," float deltaAge = positionInTime * float( VALUE_OVER_LIFETIME_LENGTH - 1 );"," float fIndex = 0.0;"," float shouldApplyValue = 0.0;"," value += attr[ 0 ] * when_eq( deltaAge, 0.0 );",""," for( int i = 0; i < VALUE_OVER_LIFETIME_LENGTH - 1; ++i ) {"," fIndex = float( i );"," shouldApplyValue = and( when_gt( deltaAge, fIndex ), when_le( deltaAge, fIndex + 1.0 ) );"," value += shouldApplyValue * mix( attr[ i ], attr[ i + 1 ], deltaAge - fIndex );"," }",""," return value;","}"].join("\n"), -colorOverLifetime:["vec3 getColorOverLifetime( in float positionInTime, in vec3 color1, in vec3 color2, in vec3 color3, in vec3 color4 ) {"," vec3 value = vec3( 0.0 );"," value.x = getFloatOverLifetime( positionInTime, vec4( color1.x, color2.x, color3.x, color4.x ) );"," value.y = getFloatOverLifetime( positionInTime, vec4( color1.y, color2.y, color3.y, color4.y ) );"," value.z = getFloatOverLifetime( positionInTime, vec4( color1.z, color2.z, color3.z, color4.z ) );"," return value;","}"].join("\n"),paramFetchingFunctions:["float getAlive() {"," return params.x;","}","float getAge() {"," return params.y;","}","float getMaxAge() {"," return params.z;","}","float getWiggle() {"," return params.w;","}"].join("\n"), -forceFetchingFunctions:["vec4 getPosition( in float age ) {"," return modelViewMatrix * vec4( position, 1.0 );","}","vec3 getVelocity( in float age ) {"," return velocity * age;","}","vec3 getAcceleration( in float age ) {"," return acceleration.xyz * age;","}"].join("\n"), -rotationFunctions:["#ifdef SHOULD_ROTATE_PARTICLES"," mat4 getRotationMatrix( in vec3 axis, in float angle) {"," axis = normalize(axis);"," float s = sin(angle);"," float c = cos(angle);"," float oc = 1.0 - c;",""," return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,"," oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,"," oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,"," 0.0, 0.0, 0.0, 1.0);"," }",""," vec3 getRotation( in vec3 pos, in float positionInTime ) {"," if( rotation.y == 0.0 ) {"," return pos;"," }",""," vec3 axis = unpackRotationAxis( rotation.x );"," vec3 center = rotationCenter;"," vec3 translated;"," mat4 rotationMatrix;"," float angle = 0.0;"," angle += when_eq( rotation.z, 0.0 ) * rotation.y;"," angle += when_gt( rotation.z, 0.0 ) * mix( 0.0, rotation.y, positionInTime );"," translated = rotationCenter - pos;"," rotationMatrix = getRotationMatrix( axis, angle );"," return center - vec3( rotationMatrix * vec4( translated, 0.0 ) );"," }","#endif"].join("\n"), -rotateTexture:[" vec2 vUv = vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );",""," #ifdef SHOULD_ROTATE_TEXTURE"," float x = gl_PointCoord.x - 0.5;"," float y = 1.0 - gl_PointCoord.y - 0.5;"," float c = cos( -vAngle );"," float s = sin( -vAngle );"," vUv = vec2( c * x + s * y + 0.5, c * y - s * x + 0.5 );"," #endif",""," #ifdef SHOULD_CALCULATE_SPRITE"," float framesX = vSpriteSheet.x;"," float framesY = vSpriteSheet.y;"," float columnNorm = vSpriteSheet.z;"," float rowNorm = vSpriteSheet.w;"," vUv.x = gl_PointCoord.x * framesX + columnNorm;"," vUv.y = 1.0 - (gl_PointCoord.y * framesY + rowNorm);"," #endif",""," vec4 rotatedTexture = texture2D( texture, vUv );"].join("\n")},SPE.shaders={ -vertex:[SPE.shaderChunks.defines,SPE.shaderChunks.uniforms,SPE.shaderChunks.attributes,SPE.shaderChunks.varyings,THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_vertex,THREE.ShaderChunk.fog_pars_vertex,SPE.shaderChunks.branchAvoidanceFunctions,SPE.shaderChunks.unpackColor,SPE.shaderChunks.unpackRotationAxis,SPE.shaderChunks.floatOverLifetime,SPE.shaderChunks.colorOverLifetime,SPE.shaderChunks.paramFetchingFunctions,SPE.shaderChunks.forceFetchingFunctions,SPE.shaderChunks.rotationFunctions,"void main() {"," highp float age = getAge();"," highp float alive = getAlive();"," highp float maxAge = getMaxAge();"," highp float positionInTime = (age / maxAge);"," highp float isAlive = when_gt( alive, 0.0 );"," #ifdef SHOULD_WIGGLE_PARTICLES"," float wiggleAmount = positionInTime * getWiggle();"," float wiggleSin = isAlive * sin( wiggleAmount );"," float wiggleCos = isAlive * cos( wiggleAmount );"," #endif"," vec3 vel = getVelocity( age );"," vec3 accel = getAcceleration( age );"," vec3 force = vec3( 0.0 );"," vec3 pos = vec3( position );"," float drag = 1.0 - (positionInTime * 0.5) * acceleration.w;"," force += vel;"," force *= drag;"," force += accel * age;"," pos += force;"," #ifdef SHOULD_WIGGLE_PARTICLES"," pos.x += wiggleSin;"," pos.y += wiggleCos;"," pos.z += wiggleSin;"," #endif"," #ifdef SHOULD_ROTATE_PARTICLES"," pos = getRotation( pos, positionInTime );"," #endif"," vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );"," highp float pointSize = getFloatOverLifetime( positionInTime, size ) * isAlive;"," #ifdef HAS_PERSPECTIVE"," float perspective = scale / length( mvPosition.xyz );"," #else"," float perspective = 1.0;"," #endif"," float pointSizePerspective = pointSize * perspective;"," #ifdef COLORIZE"," vec3 c = isAlive * getColorOverLifetime("," positionInTime,"," unpackColor( color.x ),"," unpackColor( color.y ),"," unpackColor( color.z ),"," unpackColor( color.w )"," );"," #else"," vec3 c = vec3(1.0);"," #endif"," float o = isAlive * getFloatOverLifetime( positionInTime, opacity );"," vColor = vec4( c, o );"," #ifdef SHOULD_ROTATE_TEXTURE"," vAngle = isAlive * getFloatOverLifetime( positionInTime, angle );"," #endif"," #ifdef SHOULD_CALCULATE_SPRITE"," float framesX = textureAnimation.x;"," float framesY = textureAnimation.y;"," float loopCount = textureAnimation.w;"," float totalFrames = textureAnimation.z;"," float frameNumber = mod( (positionInTime * loopCount) * totalFrames, totalFrames );"," float column = floor(mod( frameNumber, framesX ));"," float row = floor( (frameNumber - column) / framesX );"," float columnNorm = column / framesX;"," float rowNorm = row / framesY;"," vSpriteSheet.x = 1.0 / framesX;"," vSpriteSheet.y = 1.0 / framesY;"," vSpriteSheet.z = columnNorm;"," vSpriteSheet.w = rowNorm;"," #endif"," gl_PointSize = pointSizePerspective;"," gl_Position = projectionMatrix * mvPosition;",THREE.ShaderChunk.logdepthbuf_vertex,THREE.ShaderChunk.fog_vertex,"}"].join("\n"), -fragment:[SPE.shaderChunks.uniforms,THREE.ShaderChunk.common,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,SPE.shaderChunks.varyings,SPE.shaderChunks.branchAvoidanceFunctions,"void main() {"," vec3 outgoingLight = vColor.xyz;"," "," #ifdef ALPHATEST"," if ( vColor.w < float(ALPHATEST) ) discard;"," #endif",SPE.shaderChunks.rotateTexture,THREE.ShaderChunk.logdepthbuf_fragment," outgoingLight = vColor.xyz * rotatedTexture.xyz;"," gl_FragColor = vec4( outgoingLight.xyz, rotatedTexture.w * vColor.w );",THREE.ShaderChunk.fog_fragment,"}"].join("\n")},SPE.utils={types:{BOOLEAN:"boolean",STRING:"string",NUMBER:"number",OBJECT:"object"},ensureTypedArg:function(a,b,c){"use strict";return typeof a===b?a:c},ensureArrayTypedArg:function(a,b,c){"use strict";if(Array.isArray(a)){for(var d=a.length-1;d>=0;--d)if(typeof a[d]!==b)return c;return a}return this.ensureTypedArg(a,b,c)},ensureInstanceOf:function(a,b,c){"use strict" -;return void 0!==b&&a instanceof b?a:c},ensureArrayInstanceOf:function(a,b,c){"use strict";if(Array.isArray(a)){for(var d=a.length-1;d>=0;--d)if(void 0!==b&&a[d]instanceof b==!1)return c;return a}return this.ensureInstanceOf(a,b,c)},ensureValueOverLifetimeCompliance:function(a,b,c){"use strict";b=b||3,c=c||3,!1===Array.isArray(a._value)&&(a._value=[a._value]),!1===Array.isArray(a._spread)&&(a._spread=[a._spread]);var d=this.clamp(a._value.length,b,c),e=this.clamp(a._spread.length,b,c),f=Math.max(d,e);a._value.length!==f&&(a._value=this.interpolateArray(a._value,f)),a._spread.length!==f&&(a._spread=this.interpolateArray(a._spread,f))},interpolateArray:function(a,b){"use strict";for(var c=a.length,d=["function"==typeof a[0].clone?a[0].clone():a[0]],e=(c-1)/(b-1),f=1;f-c&&(d=-d),d},lerpTypeAgnostic:function(a,b,c){"use strict";var d,e=this.types;return typeof a===e.NUMBER&&typeof b===e.NUMBER?a+(b-a)*c:a instanceof THREE.Vector2&&b instanceof THREE.Vector2?(d=a.clone(),d.x=this.lerp(a.x,b.x,c),d.y=this.lerp(a.y,b.y,c),d):a instanceof THREE.Vector3&&b instanceof THREE.Vector3?(d=a.clone(),d.x=this.lerp(a.x,b.x,c),d.y=this.lerp(a.y,b.y,c),d.z=this.lerp(a.z,b.z,c),d):a instanceof THREE.Vector4&&b instanceof THREE.Vector4?(d=a.clone(),d.x=this.lerp(a.x,b.x,c),d.y=this.lerp(a.y,b.y,c),d.z=this.lerp(a.z,b.z,c),d.w=this.lerp(a.w,b.w,c),d):a instanceof THREE.Color&&b instanceof THREE.Color?(d=a.clone(),d.r=this.lerp(a.r,b.r,c),d.g=this.lerp(a.g,b.g,c),d.b=this.lerp(a.b,b.b,c),d):void console.warn("Invalid argument types, or argument types do not match:",a,b)},lerp:function(a,b,c){"use strict";return a+(b-a)*c}, -roundToNearestMultiple:function(a,b){"use strict";var c=0;return 0===b?a:(c=Math.abs(a)%b,0===c?a:a<0?-(Math.abs(a)-c):a+b-c)},arrayValuesAreEqual:function(a){"use strict";for(var b=0;b1||this.textureFrames.y>1},this.attributes={position:new SPE.ShaderAttribute("v3",!0),acceleration:new SPE.ShaderAttribute("v4",!0),velocity:new SPE.ShaderAttribute("v3",!0),rotation:new SPE.ShaderAttribute("v4",!0),rotationCenter:new SPE.ShaderAttribute("v3",!0),params:new SPE.ShaderAttribute("v4",!0),size:new SPE.ShaderAttribute("v4",!0),angle:new SPE.ShaderAttribute("v4",!0),color:new SPE.ShaderAttribute("v4",!0),opacity:new SPE.ShaderAttribute("v4",!0)},this.attributeKeys=Object.keys(this.attributes),this.attributeCount=this.attributeKeys.length,this.material=new THREE.ShaderMaterial({uniforms:this.uniforms,vertexShader:SPE.shaders.vertex,fragmentShader:SPE.shaders.fragment,blending:this.blending,transparent:this.transparent,alphaTest:this.alphaTest,depthWrite:this.depthWrite,depthTest:this.depthTest,defines:this.defines,fog:this.fog}),this.geometry=new THREE.BufferGeometry, -this.mesh=new THREE.Points(this.geometry,this.material),null===this.maxParticleCount&&console.warn("SPE.Group: No maxParticleCount specified. Adding emitters after rendering will probably cause errors.")},SPE.Group.constructor=SPE.Group,SPE.Group.prototype._updateDefines=function(){"use strict";var a,b=this.emitters,c=b.length-1,d=this.defines;for(c;c>=0;--c)a=b[c],d.SHOULD_CALCULATE_SPRITE||(d.SHOULD_ROTATE_TEXTURE=d.SHOULD_ROTATE_TEXTURE||!!Math.max(Math.max.apply(null,a.angle.value),Math.max.apply(null,a.angle.spread))),d.SHOULD_ROTATE_PARTICLES=d.SHOULD_ROTATE_PARTICLES||!!Math.max(a.rotation.angle,a.rotation.angleSpread),d.SHOULD_WIGGLE_PARTICLES=d.SHOULD_WIGGLE_PARTICLES||!!Math.max(a.wiggle.value,a.wiggle.spread);this.material.needsUpdate=!0},SPE.Group.prototype._applyAttributesToGeometry=function(){"use strict";var a,b,c=this.attributes,d=this.geometry,e=d.attributes;for(var f in c)c.hasOwnProperty(f)&&(a=c[f],b=e[f], -b?b.array=a.typedArray.array:d.addAttribute(f,a.bufferAttribute),a.bufferAttribute.needsUpdate=!0);this.geometry.setDrawRange(0,this.particleCount)},SPE.Group.prototype.addEmitter=function(a){"use strict";if(a instanceof SPE.Emitter==!1)return void console.error("`emitter` argument must be instance of SPE.Emitter. Was provided with:",a);if(this.emitterIDs.indexOf(a.uuid)>-1)return void console.error("Emitter already exists in this group. Will not add again.");if(null!==a.group)return void console.error("Emitter already belongs to another group. Will not add to requested group.");var b=this.attributes,c=this.particleCount,d=c+a.particleCount;this.particleCount=d,null!==this.maxParticleCount&&this.particleCount>this.maxParticleCount&&console.warn("SPE.Group: maxParticleCount exceeded. Requesting",this.particleCount,"particles, can support only",this.maxParticleCount),a._calculatePPSValue(a.maxAge._value+a.maxAge._spread),a._setBufferUpdateRanges(this.attributeKeys), -a._setAttributeOffset(c),a.group=this,a.attributes=this.attributes;for(var e in b)b.hasOwnProperty(e)&&b[e]._createBufferAttribute(null!==this.maxParticleCount?this.maxParticleCount:this.particleCount);for(var f=c;f1)for(var c=0;c=0;--b)c[a[b]].resetUpdateRange()},SPE.Group.prototype._updateBuffers=function(a){"use strict";var b,c,d,e=this.attributeKeys,f=this.attributeCount-1,g=this.attributes,h=a.bufferUpdateRanges;for(f;f>=0;--f)b=e[f],c=h[b],d=g[b],d.setUpdateRange(c.min,c.max),d.flagUpdate()},SPE.Group.prototype.tick=function(a){"use strict";var b,c=this.emitters,d=c.length,e=a||this.fixedTimeStep,f=this.attributeKeys,g=this.attributes;if(this._updateUniforms(e),this._resetBufferRanges(),0!==d||!1!==this._attributesNeedRefresh||!1!==this._attributesNeedDynamicReset){for(var h,b=0;b=0;--b)g[f[b]].resetDynamic();this._attributesNeedDynamicReset=!1}if(!0===this._attributesNeedRefresh){for(b=this.attributeCount-1;b>=0;--b)g[f[b]].forceUpdateAll();this._attributesNeedRefresh=!1,this._attributesNeedDynamicReset=!0}}}, -SPE.Group.prototype.dispose=function(){"use strict";return this.geometry.dispose(),this.material.dispose(),this},SPE.Emitter=function(a){"use strict";var b=SPE.utils,c=b.types,d=SPE.valueOverLifetimeLength;a=b.ensureTypedArg(a,c.OBJECT,{}),a.position=b.ensureTypedArg(a.position,c.OBJECT,{}),a.velocity=b.ensureTypedArg(a.velocity,c.OBJECT,{}),a.acceleration=b.ensureTypedArg(a.acceleration,c.OBJECT,{}),a.radius=b.ensureTypedArg(a.radius,c.OBJECT,{}),a.drag=b.ensureTypedArg(a.drag,c.OBJECT,{}),a.rotation=b.ensureTypedArg(a.rotation,c.OBJECT,{}),a.color=b.ensureTypedArg(a.color,c.OBJECT,{}),a.opacity=b.ensureTypedArg(a.opacity,c.OBJECT,{}),a.size=b.ensureTypedArg(a.size,c.OBJECT,{}),a.angle=b.ensureTypedArg(a.angle,c.OBJECT,{}),a.wiggle=b.ensureTypedArg(a.wiggle,c.OBJECT,{}),a.maxAge=b.ensureTypedArg(a.maxAge,c.OBJECT,{}),a.onParticleSpawn&&console.warn("onParticleSpawn has been removed. Please set properties directly to alter values at runtime."),this.uuid=THREE.Math.generateUUID(), -this.type=b.ensureTypedArg(a.type,c.NUMBER,SPE.distributions.BOX),this.position={_value:b.ensureInstanceOf(a.position.value,THREE.Vector3,new THREE.Vector3),_spread:b.ensureInstanceOf(a.position.spread,THREE.Vector3,new THREE.Vector3),_spreadClamp:b.ensureInstanceOf(a.position.spreadClamp,THREE.Vector3,new THREE.Vector3),_distribution:b.ensureTypedArg(a.position.distribution,c.NUMBER,this.type),_randomise:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1),_radius:b.ensureTypedArg(a.position.radius,c.NUMBER,10),_radiusScale:b.ensureInstanceOf(a.position.radiusScale,THREE.Vector3,new THREE.Vector3(1,1,1)),_distributionClamp:b.ensureTypedArg(a.position.distributionClamp,c.NUMBER,0)},this.velocity={_value:b.ensureInstanceOf(a.velocity.value,THREE.Vector3,new THREE.Vector3),_spread:b.ensureInstanceOf(a.velocity.spread,THREE.Vector3,new THREE.Vector3),_distribution:b.ensureTypedArg(a.velocity.distribution,c.NUMBER,this.type),_randomise:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1)}, -this.acceleration={_value:b.ensureInstanceOf(a.acceleration.value,THREE.Vector3,new THREE.Vector3),_spread:b.ensureInstanceOf(a.acceleration.spread,THREE.Vector3,new THREE.Vector3),_distribution:b.ensureTypedArg(a.acceleration.distribution,c.NUMBER,this.type),_randomise:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1)},this.drag={_value:b.ensureTypedArg(a.drag.value,c.NUMBER,0),_spread:b.ensureTypedArg(a.drag.spread,c.NUMBER,0),_randomise:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1)},this.wiggle={_value:b.ensureTypedArg(a.wiggle.value,c.NUMBER,0),_spread:b.ensureTypedArg(a.wiggle.spread,c.NUMBER,0)},this.rotation={_axis:b.ensureInstanceOf(a.rotation.axis,THREE.Vector3,new THREE.Vector3(0,1,0)),_axisSpread:b.ensureInstanceOf(a.rotation.axisSpread,THREE.Vector3,new THREE.Vector3),_angle:b.ensureTypedArg(a.rotation.angle,c.NUMBER,0),_angleSpread:b.ensureTypedArg(a.rotation.angleSpread,c.NUMBER,0),_static:b.ensureTypedArg(a.rotation.static,c.BOOLEAN,!1), -_center:b.ensureInstanceOf(a.rotation.center,THREE.Vector3,this.position._value.clone()),_randomise:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1)},this.maxAge={_value:b.ensureTypedArg(a.maxAge.value,c.NUMBER,2),_spread:b.ensureTypedArg(a.maxAge.spread,c.NUMBER,0)},this.color={_value:b.ensureArrayInstanceOf(a.color.value,THREE.Color,new THREE.Color),_spread:b.ensureArrayInstanceOf(a.color.spread,THREE.Vector3,new THREE.Vector3),_randomise:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1)},this.opacity={_value:b.ensureArrayTypedArg(a.opacity.value,c.NUMBER,1),_spread:b.ensureArrayTypedArg(a.opacity.spread,c.NUMBER,0),_randomise:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1)},this.size={_value:b.ensureArrayTypedArg(a.size.value,c.NUMBER,1),_spread:b.ensureArrayTypedArg(a.size.spread,c.NUMBER,0),_randomise:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1)},this.angle={_value:b.ensureArrayTypedArg(a.angle.value,c.NUMBER,0), -_spread:b.ensureArrayTypedArg(a.angle.spread,c.NUMBER,0),_randomise:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1)},this.particleCount=b.ensureTypedArg(a.particleCount,c.NUMBER,100),this.duration=b.ensureTypedArg(a.duration,c.NUMBER,null),this.isStatic=b.ensureTypedArg(a.isStatic,c.BOOLEAN,!1),this.activeMultiplier=b.ensureTypedArg(a.activeMultiplier,c.NUMBER,1),this.direction=b.ensureTypedArg(a.direction,c.NUMBER,1),this.alive=b.ensureTypedArg(a.alive,c.BOOLEAN,!0),this.particlesPerSecond=0,this.activationIndex=0,this.attributeOffset=0,this.attributeEnd=0,this.age=0,this.activeParticleCount=0,this.group=null,this.attributes=null,this.paramsArray=null,this.resetFlags={position:b.ensureTypedArg(a.position.randomise,c.BOOLEAN,!1)||b.ensureTypedArg(a.radius.randomise,c.BOOLEAN,!1),velocity:b.ensureTypedArg(a.velocity.randomise,c.BOOLEAN,!1),acceleration:b.ensureTypedArg(a.acceleration.randomise,c.BOOLEAN,!1)||b.ensureTypedArg(a.drag.randomise,c.BOOLEAN,!1), -rotation:b.ensureTypedArg(a.rotation.randomise,c.BOOLEAN,!1),rotationCenter:b.ensureTypedArg(a.rotation.randomise,c.BOOLEAN,!1),size:b.ensureTypedArg(a.size.randomise,c.BOOLEAN,!1),color:b.ensureTypedArg(a.color.randomise,c.BOOLEAN,!1),opacity:b.ensureTypedArg(a.opacity.randomise,c.BOOLEAN,!1),angle:b.ensureTypedArg(a.angle.randomise,c.BOOLEAN,!1)},this.updateFlags={},this.updateCounts={},this.updateMap={maxAge:"params",position:"position",velocity:"velocity",acceleration:"acceleration",drag:"acceleration",wiggle:"params",rotation:"rotation",size:"size",color:"color",opacity:"opacity",angle:"angle"};for(var e in this.updateMap)this.updateMap.hasOwnProperty(e)&&(this.updateCounts[this.updateMap[e]]=0,this.updateFlags[this.updateMap[e]]=!1,this._createGetterSetters(this[e],e));this.bufferUpdateRanges={},this.attributeKeys=null,this.attributeCount=0,b.ensureValueOverLifetimeCompliance(this.color,d,d),b.ensureValueOverLifetimeCompliance(this.opacity,d,d), -b.ensureValueOverLifetimeCompliance(this.size,d,d),b.ensureValueOverLifetimeCompliance(this.angle,d,d)},SPE.Emitter.constructor=SPE.Emitter,SPE.Emitter.prototype._createGetterSetters=function(a,b){"use strict";var c=this;for(var d in a)if(a.hasOwnProperty(d)){var e=d.replace("_","");Object.defineProperty(a,e,{get:function(a){return function(){return this[a]}}(d),set:function(a){return function(d){var e=c.updateMap[b],f=this[a],g=SPE.valueOverLifetimeLength;"_rotationCenter"===a?(c.updateFlags.rotationCenter=!0,c.updateCounts.rotationCenter=0):"_randomise"===a?c.resetFlags[e]=d:(c.updateFlags[e]=!0,c.updateCounts[e]=0),c.group._updateDefines(),this[a]=d,Array.isArray(f)&&SPE.utils.ensureValueOverLifetimeCompliance(c[b],g,g)}}(d)})}},SPE.Emitter.prototype._setBufferUpdateRanges=function(a){"use strict";this.attributeKeys=a,this.attributeCount=a.length;for(var b=this.attributeCount-1;b>=0;--b)this.bufferUpdateRanges[a[b]]={min:Number.POSITIVE_INFINITY,max:Number.NEGATIVE_INFINITY}}, -SPE.Emitter.prototype._calculatePPSValue=function(a){"use strict";var b=this.particleCount;this.duration?this.particlesPerSecond=b/(a=0;--h)b=g[h],c=e[b],!0!==d[b]&&!0!==c||(this._assignValue(b,a),this._updateAttributeUpdateRange(b,a),!0===c&&f[b]===this.particleCount?(e[b]=!1,f[b]=0):1==c&&++f[b])},SPE.Emitter.prototype._updateAttributeUpdateRange=function(a,b){"use strict";var c=this.bufferUpdateRanges[a];c.min=Math.min(b,c.min),c.max=Math.max(b,c.max)},SPE.Emitter.prototype._resetBufferRanges=function(){"use strict";var a,b=this.bufferUpdateRanges,c=this.bufferUpdateKeys,d=this.bufferUpdateCount-1;for(d;d>=0;--d)a=c[d],b[a].min=Number.POSITIVE_INFINITY,b[a].max=Number.NEGATIVE_INFINITY},SPE.Emitter.prototype._onRemove=function(){"use strict";this.particlesPerSecond=0,this.attributeOffset=0,this.activationIndex=0,this.activeParticleCount=0, -this.group=null,this.attributes=null,this.paramsArray=null,this.age=0},SPE.Emitter.prototype._decrementParticleCount=function(){"use strict";--this.activeParticleCount},SPE.Emitter.prototype._incrementParticleCount=function(){"use strict";++this.activeParticleCount},SPE.Emitter.prototype._checkParticleAges=function(a,b,c,d){"use strict";for(var e,f,g,h,i=b-1;i>=a;--i)e=4*i,0!==(h=c[e])&&(g=c[e+1],f=c[e+2],1===this.direction?(g+=d)>=f&&(g=0,h=0,this._decrementParticleCount()):(g-=d)<=0&&(g=f,h=0,this._decrementParticleCount()),c[e]=h,c[e+1]=g,this._updateAttributeUpdateRange("params",i))},SPE.Emitter.prototype._activateParticles=function(a,b,c,d){"use strict";for(var e,f,g=this.direction,h=a;hthis.duration)return this.alive=!1,void(this.age=0);var g=1===this.particleCount?f:0|f,h=Math.min(g+e,this.activationEnd),i=h-this.activationIndex|0,j=i>0?a/i:0;this._activateParticles(g,h,d,j),this.activationIndex+=e,this.activationIndex>c&&(this.activationIndex=b),this.age+=a}},SPE.Emitter.prototype.reset=function(a){"use strict";if(this.age=0,this.alive=!1,!0===a){for(var b,c=this.attributeOffset,d=c+this.particleCount,e=this.paramsArray,f=this.attributes.params.bufferAttribute,g=d-1;g>=c;--g)b=4*g,e[b]=0,e[b+1]=0;f.updateRange.offset=0,f.updateRange.count=-1,f.needsUpdate=!0}return this}, -SPE.Emitter.prototype.enable=function(){"use strict";return this.alive=!0,this},SPE.Emitter.prototype.disable=function(){"use strict";return this.alive=!1,this},SPE.Emitter.prototype.remove=function(){"use strict";return null!==this.group?this.group.removeEmitter(this):console.error("Emitter does not belong to a group, cannot remove."),this}; \ No newline at end of file diff --git a/dist/SPE.js b/dist/SPE.js new file mode 100644 index 0000000..e8f82a9 --- /dev/null +++ b/dist/SPE.js @@ -0,0 +1,12 @@ +/*! + * /* shader-particle-engine 2.0.0 + * * + * * (c) 2020 Luke Moody (http://www.github.com/squarefeet) + * * Originally based on Lee Stemkoski's original work (https://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/js/ParticleEngine.js). + * * + * * shader-particle-engine may be freely distributed under the MIT license (See LICENSE at root of this repository.) + * * / + * + */ +var SPE=function(e){var t={};function r(i){if(t[i])return t[i].exports;var a=t[i]={i:i,l:!1,exports:{}};return e[i].call(a.exports,a,a.exports,r),a.l=!0,a.exports}return r.m=e,r.c=t,r.d=function(e,t,i){r.o(e,t)||Object.defineProperty(e,t,{enumerable:!0,get:i})},r.r=function(e){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})},r.t=function(e,t){if(1&t&&(e=r(e)),8&t)return e;if(4&t&&"object"==typeof e&&e&&e.__esModule)return e;var i=Object.create(null);if(r.r(i),Object.defineProperty(i,"default",{enumerable:!0,value:e}),2&t&&"string"!=typeof e)for(var a in e)r.d(i,a,function(t){return e[t]}.bind(null,a));return i},r.n=function(e){var t=e&&e.__esModule?function(){return e.default}:function(){return e};return r.d(t,"a",t),t},r.o=function(e,t){return Object.prototype.hasOwnProperty.call(e,t)},r.p="",r(r.s=1)}([function(e,t){e.exports=THREE},function(e,t,r){"use strict";r.r(t),r.d(t,"Group",(function(){return x})),r.d(t,"Emitter",(function(){return _})),r.d(t,"distributions",(function(){return y})),r.d(t,"globals",(function(){return u}));var i,a,s=r(0),o="boolean",n="number",l="object",u={valueOverLifetimeLength:4},c={ensureTypedArg:(e,t,r)=>typeof e===t?e:r,ensureArrayTypedArg(e,t,r){if(Array.isArray(e)){for(var i=e.length-1;i>=0;--i)if(typeof e[i]!==t)return r;return e}return this.ensureTypedArg(e,t,r)},ensureInstanceOf:(e,t,r)=>void 0!==t&&e instanceof t?e:r,ensureArrayInstanceOf(e,t,r){if(Array.isArray(e)){for(var i=e.length-1;i>=0;--i)if(void 0!==t&&e[i]instanceof t==!1)return r;return e}return this.ensureInstanceOf(e,t,r)},ensureValueOverLifetimeCompliance(e,t,r){t=t||3,r=r||3,!1===Array.isArray(e._value)&&(e._value=[e._value]),!1===Array.isArray(e._spread)&&(e._spread=[e._spread]);var i=this.clamp(e._value.length,t,r),a=this.clamp(e._spread.length,t,r),s=Math.max(i,a);e._value.length!==s&&(e._value=this.interpolateArray(e._value,s)),e._spread.length!==s&&(e._spread=this.interpolateArray(e._spread,s))},interpolateArray(e,t){for(var r=e.length,i=["function"==typeof e[0].clone?e[0].clone():e[0]],a=(r-1)/(t-1),s=1;sMath.max(t,Math.min(e,r)),zeroToEpsilon(e,t){var r=e;return r=t?1e-5*Math.random()*10:1e-5,e<0&&e>-1e-5&&(r=-r),r},lerpTypeAgnostic(e,t,r){var i;return typeof e===n&&typeof t===n?e+(t-e)*r:e instanceof s.Vector2&&t instanceof s.Vector2?((i=e.clone()).x=this.lerp(e.x,t.x,r),i.y=this.lerp(e.y,t.y,r),i):e instanceof s.Vector3&&t instanceof s.Vector3?((i=e.clone()).x=this.lerp(e.x,t.x,r),i.y=this.lerp(e.y,t.y,r),i.z=this.lerp(e.z,t.z,r),i):e instanceof s.Vector4&&t instanceof s.Vector4?((i=e.clone()).x=this.lerp(e.x,t.x,r),i.y=this.lerp(e.y,t.y,r),i.z=this.lerp(e.z,t.z,r),i.w=this.lerp(e.w,t.w,r),i):e instanceof s.Color&&t instanceof s.Color?((i=e.clone()).r=this.lerp(e.r,t.r,r),i.g=this.lerp(e.g,t.g,r),i.b=this.lerp(e.b,t.b,r),i):void console.warn("Invalid argument types, or argument types do not match:",e,t)},lerp:(e,t,r)=>e+(t-e)*r,roundToNearestMultiple(e,t){var r;return 0===t||0===(r=Math.abs(e)%t)?e:e<0?-(Math.abs(e)-r):e+t-r},arrayValuesAreEqual(e){for(var t=0;te+t*(Math.random()-.5),randomVector3(e,t,r,i,a){var s=r.x+(Math.random()*i.x-.5*i.x),o=r.y+(Math.random()*i.y-.5*i.y),n=r.z+(Math.random()*i.z-.5*i.z);a&&(s=.5*-a.x+this.roundToNearestMultiple(s,a.x),o=.5*-a.y+this.roundToNearestMultiple(o,a.y),n=.5*-a.z+this.roundToNearestMultiple(n,a.z)),e.typedArray.setVec3Components(t,s,o,n)},randomColor(e,t,r,i){var a=r.r+Math.random()*i.x,s=r.g+Math.random()*i.y,o=r.b+Math.random()*i.z;a=this.clamp(a,0,1),s=this.clamp(s,0,1),o=this.clamp(o,0,1),e.typedArray.setVec3Components(t,a,s,o)},randomColorAsHex:(a=new s.Color,function(e,t,r,i){for(var s=r.length,o=[],n=0;nr?this.grow(i):void console.info("TypedArray is already of size:",i+".","Will not resize.")}shrink(e){return this.array=this.array.subarray(0,e),this.size=e,this}grow(e){const t=new this.TypedArrayConstructor(e);return t.set(this.array),this.array=t,this.size=e,this}splice(e,t){const r=e*this.componentSize,i=t*this.componentSize,a=[],s=this.array,o=s.length;for(let e=0;e=i)&&a.push(s[e]);return this.setFromArray(0,a),this}setFromArray(e,t){const r=e+t.length;return r>this.array.length?this.grow(r):r=81&&(this.bufferAttribute.count=this.bufferAttribute.array.length/this.bufferAttribute.itemSize),void(this.bufferAttribute.needsUpdate=!0);this.bufferAttribute=new s.BufferAttribute(this.typedArray.array,this.componentSize),this.bufferAttribute.usage=this.dynamicBuffer?s.DynamicDrawUsage:s.StaticDrawUsage}getLength(){return null===this.typedArray?0:this.typedArray.array.length}}var m={defines:["#define PACKED_COLOR_SIZE 256.0","#define PACKED_COLOR_DIVISOR 255.0"].join("\n"),uniforms:["uniform float deltaTime;","uniform float runTime;","uniform sampler2D tex;","uniform vec4 textureAnimation;","uniform float scale;"].join("\n"),attributes:["attribute vec4 acceleration;","attribute vec3 velocity;","attribute vec4 rotation;","attribute vec3 rotationCenter;","attribute vec4 params;","attribute vec4 size;","attribute vec4 angle;","attribute vec4 color;","attribute vec4 opacity;"].join("\n"),varyings:["varying vec4 vColor;","#ifdef SHOULD_ROTATE_TEXTURE"," varying float vAngle;","#endif","#ifdef SHOULD_CALCULATE_SPRITE"," varying vec4 vSpriteSheet;","#endif"].join("\n"),branchAvoidanceFunctions:["float when_gt(float x, float y) {"," return max(sign(x - y), 0.0);","}","float when_lt(float x, float y) {"," return min( max(1.0 - sign(x - y), 0.0), 1.0 );","}","float when_eq( float x, float y ) {"," return 1.0 - abs( sign( x - y ) );","}","float when_ge(float x, float y) {"," return 1.0 - when_lt(x, y);","}","float when_le(float x, float y) {"," return 1.0 - when_gt(x, y);","}","float and(float a, float b) {"," return a * b;","}","float or(float a, float b) {"," return min(a + b, 1.0);","}"].join("\n"),unpackColor:["vec3 unpackColor( in float hex ) {"," vec3 c = vec3( 0.0 );"," float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );"," float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );"," float b = mod( hex, PACKED_COLOR_SIZE );"," c.r = r / PACKED_COLOR_DIVISOR;"," c.g = g / PACKED_COLOR_DIVISOR;"," c.b = b / PACKED_COLOR_DIVISOR;"," return c;","}"].join("\n"),unpackRotationAxis:["vec3 unpackRotationAxis( in float hex ) {"," vec3 c = vec3( 0.0 );"," float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );"," float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );"," float b = mod( hex, PACKED_COLOR_SIZE );"," c.r = r / PACKED_COLOR_DIVISOR;"," c.g = g / PACKED_COLOR_DIVISOR;"," c.b = b / PACKED_COLOR_DIVISOR;"," c *= vec3( 2.0 );"," c -= vec3( 1.0 );"," return c;","}"].join("\n"),floatOverLifetime:["float getFloatOverLifetime( in float positionInTime, in vec4 attr ) {"," highp float value = 0.0;"," float deltaAge = positionInTime * float( VALUE_OVER_LIFETIME_LENGTH - 1 );"," float fIndex = 0.0;"," float shouldApplyValue = 0.0;"," value += attr[ 0 ] * when_eq( deltaAge, 0.0 );",""," for( int i = 0; i < VALUE_OVER_LIFETIME_LENGTH - 1; ++i ) {"," fIndex = float( i );"," shouldApplyValue = and( when_gt( deltaAge, fIndex ), when_le( deltaAge, fIndex + 1.0 ) );"," value += shouldApplyValue * mix( attr[ i ], attr[ i + 1 ], deltaAge - fIndex );"," }",""," return value;","}"].join("\n"),colorOverLifetime:["vec3 getColorOverLifetime( in float positionInTime, in vec3 color1, in vec3 color2, in vec3 color3, in vec3 color4 ) {"," vec3 value = vec3( 0.0 );"," value.x = getFloatOverLifetime( positionInTime, vec4( color1.x, color2.x, color3.x, color4.x ) );"," value.y = getFloatOverLifetime( positionInTime, vec4( color1.y, color2.y, color3.y, color4.y ) );"," value.z = getFloatOverLifetime( positionInTime, vec4( color1.z, color2.z, color3.z, color4.z ) );"," return value;","}"].join("\n"),paramFetchingFunctions:["float getAlive() {"," return params.x;","}","float getAge() {"," return params.y;","}","float getMaxAge() {"," return params.z;","}","float getWiggle() {"," return params.w;","}"].join("\n"),forceFetchingFunctions:["vec4 getPosition( in float age ) {"," return modelViewMatrix * vec4( position, 1.0 );","}","vec3 getVelocity( in float age ) {"," return velocity * age;","}","vec3 getAcceleration( in float age ) {"," return acceleration.xyz * age;","}"].join("\n"),rotationFunctions:["#ifdef SHOULD_ROTATE_PARTICLES"," mat4 getRotationMatrix( in vec3 axis, in float angle) {"," axis = normalize(axis);"," float s = sin(angle);"," float c = cos(angle);"," float oc = 1.0 - c;",""," return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,"," oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,"," oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,"," 0.0, 0.0, 0.0, 1.0);"," }",""," vec3 getRotation( in vec3 pos, in float positionInTime ) {"," if( rotation.y == 0.0 ) {"," return pos;"," }",""," vec3 axis = unpackRotationAxis( rotation.x );"," vec3 center = rotationCenter;"," vec3 translated;"," mat4 rotationMatrix;"," float angle = 0.0;"," angle += when_eq( rotation.z, 0.0 ) * rotation.y;"," angle += when_gt( rotation.z, 0.0 ) * mix( 0.0, rotation.y, positionInTime );"," translated = rotationCenter - pos;"," rotationMatrix = getRotationMatrix( axis, angle );"," return center - vec3( rotationMatrix * vec4( translated, 0.0 ) );"," }","#endif"].join("\n"),rotateTexture:[" vec2 vUv = vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );",""," #ifdef SHOULD_ROTATE_TEXTURE"," float x = gl_PointCoord.x - 0.5;"," float y = 1.0 - gl_PointCoord.y - 0.5;"," float c = cos( -vAngle );"," float s = sin( -vAngle );"," vUv = vec2( c * x + s * y + 0.5, c * y - s * x + 0.5 );"," #endif",""," #ifdef SHOULD_CALCULATE_SPRITE"," float framesX = vSpriteSheet.x;"," float framesY = vSpriteSheet.y;"," float columnNorm = vSpriteSheet.z;"," float rowNorm = vSpriteSheet.w;"," vUv.x = gl_PointCoord.x * framesX + columnNorm;"," vUv.y = 1.0 - (gl_PointCoord.y * framesY + rowNorm);"," #endif",""," vec4 rotatedTexture = texture2D( tex, vUv );"].join("\n")},g={vertex:[m.defines,m.uniforms,m.attributes,m.varyings,s.ShaderChunk.common,s.ShaderChunk.logdepthbuf_pars_vertex,s.ShaderChunk.fog_pars_vertex,m.branchAvoidanceFunctions,m.unpackColor,m.unpackRotationAxis,m.floatOverLifetime,m.colorOverLifetime,m.paramFetchingFunctions,m.forceFetchingFunctions,m.rotationFunctions,"void main() {"," highp float age = getAge();"," highp float alive = getAlive();"," highp float maxAge = getMaxAge();"," highp float positionInTime = (age / maxAge);"," highp float isAlive = when_gt( alive, 0.0 );"," #ifdef SHOULD_WIGGLE_PARTICLES"," float wiggleAmount = positionInTime * getWiggle();"," float wiggleSin = isAlive * sin( wiggleAmount );"," float wiggleCos = isAlive * cos( wiggleAmount );"," #endif"," vec3 vel = getVelocity( age );"," vec3 accel = getAcceleration( age );"," vec3 force = vec3( 0.0 );"," vec3 pos = vec3( position );"," float drag = 1.0 - (positionInTime * 0.5) * acceleration.w;"," force += vel;"," force *= drag;"," force += accel * age;"," pos += force;"," #ifdef SHOULD_WIGGLE_PARTICLES"," pos.x += wiggleSin;"," pos.y += wiggleCos;"," pos.z += wiggleSin;"," #endif"," #ifdef SHOULD_ROTATE_PARTICLES"," pos = getRotation( pos, positionInTime );"," #endif"," vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );"," highp float pointSize = getFloatOverLifetime( positionInTime, size ) * isAlive;"," #ifdef HAS_PERSPECTIVE"," float perspective = scale / length( mvPosition.xyz );"," #else"," float perspective = 1.0;"," #endif"," float pointSizePerspective = pointSize * perspective;"," #ifdef COLORIZE"," vec3 c = isAlive * getColorOverLifetime("," positionInTime,"," unpackColor( color.x ),"," unpackColor( color.y ),"," unpackColor( color.z ),"," unpackColor( color.w )"," );"," #else"," vec3 c = vec3(1.0);"," #endif"," float o = isAlive * getFloatOverLifetime( positionInTime, opacity );"," vColor = vec4( c, o );"," #ifdef SHOULD_ROTATE_TEXTURE"," vAngle = isAlive * getFloatOverLifetime( positionInTime, angle );"," #endif"," #ifdef SHOULD_CALCULATE_SPRITE"," float framesX = textureAnimation.x;"," float framesY = textureAnimation.y;"," float loopCount = textureAnimation.w;"," float totalFrames = textureAnimation.z;"," float frameNumber = mod( (positionInTime * loopCount) * totalFrames, totalFrames );"," float column = floor(mod( frameNumber, framesX ));"," float row = floor( (frameNumber - column) / framesX );"," float columnNorm = column / framesX;"," float rowNorm = row / framesY;"," vSpriteSheet.x = 1.0 / framesX;"," vSpriteSheet.y = 1.0 / framesY;"," vSpriteSheet.z = columnNorm;"," vSpriteSheet.w = rowNorm;"," #endif"," gl_PointSize = pointSizePerspective;"," gl_Position = projectionMatrix * mvPosition;",s.ShaderChunk.logdepthbuf_vertex,s.ShaderChunk.fog_vertex,"}"].join("\n"),fragment:[m.uniforms,s.ShaderChunk.common,s.ShaderChunk.fog_pars_fragment,s.ShaderChunk.logdepthbuf_pars_fragment,m.varyings,m.branchAvoidanceFunctions,"void main() {"," vec3 outgoingLight = vColor.xyz;"," "," #ifdef ALPHATEST"," if ( vColor.w < float(ALPHATEST) ) discard;"," #endif",m.rotateTexture,s.ShaderChunk.logdepthbuf_fragment," outgoingLight = vColor.xyz * rotatedTexture.xyz;"," gl_FragColor = vec4( outgoingLight.xyz, rotatedTexture.w * vColor.w );",s.ShaderChunk.fog_fragment,"}"].join("\n")},y={BOX:1,SPHERE:2,DISC:3,LINE:4};const v=Object.prototype.hasOwnProperty;class _{constructor(e){const t=c.ensureTypedArg(e,l,{});t.position=c.ensureTypedArg(t.position,l,{}),t.velocity=c.ensureTypedArg(t.velocity,l,{}),t.acceleration=c.ensureTypedArg(t.acceleration,l,{}),t.radius=c.ensureTypedArg(t.radius,l,{}),t.drag=c.ensureTypedArg(t.drag,l,{}),t.rotation=c.ensureTypedArg(t.rotation,l,{}),t.color=c.ensureTypedArg(t.color,l,{}),t.opacity=c.ensureTypedArg(t.opacity,l,{}),t.size=c.ensureTypedArg(t.size,l,{}),t.angle=c.ensureTypedArg(t.angle,l,{}),t.wiggle=c.ensureTypedArg(t.wiggle,l,{}),t.maxAge=c.ensureTypedArg(t.maxAge,l,{}),t.onParticleSpawn&&console.warn("onParticleSpawn has been removed. Please set properties directly to alter values at runtime."),this.uuid=s.Math.generateUUID(),this.type=c.ensureTypedArg(t.type,n,y.BOX),this.position={_value:c.ensureInstanceOf(t.position.value,s.Vector3,new s.Vector3),_spread:c.ensureInstanceOf(t.position.spread,s.Vector3,new s.Vector3),_spreadClamp:c.ensureInstanceOf(t.position.spreadClamp,s.Vector3,new s.Vector3),_distribution:c.ensureTypedArg(t.position.distribution,n,this.type),_randomise:c.ensureTypedArg(t.position.randomise,o,!1),_radius:c.ensureTypedArg(t.position.radius,n,10),_radiusScale:c.ensureInstanceOf(t.position.radiusScale,s.Vector3,new s.Vector3(1,1,1)),_distributionClamp:c.ensureTypedArg(t.position.distributionClamp,n,0)},this.velocity={_value:c.ensureInstanceOf(t.velocity.value,s.Vector3,new s.Vector3),_spread:c.ensureInstanceOf(t.velocity.spread,s.Vector3,new s.Vector3),_distribution:c.ensureTypedArg(t.velocity.distribution,n,this.type),_randomise:c.ensureTypedArg(t.position.randomise,o,!1)},this.acceleration={_value:c.ensureInstanceOf(t.acceleration.value,s.Vector3,new s.Vector3),_spread:c.ensureInstanceOf(t.acceleration.spread,s.Vector3,new s.Vector3),_distribution:c.ensureTypedArg(t.acceleration.distribution,n,this.type),_randomise:c.ensureTypedArg(t.position.randomise,o,!1)},this.drag={_value:c.ensureTypedArg(t.drag.value,n,0),_spread:c.ensureTypedArg(t.drag.spread,n,0),_randomise:c.ensureTypedArg(t.position.randomise,o,!1)},this.wiggle={_value:c.ensureTypedArg(t.wiggle.value,n,0),_spread:c.ensureTypedArg(t.wiggle.spread,n,0)},this.rotation={_axis:c.ensureInstanceOf(t.rotation.axis,s.Vector3,new s.Vector3(0,1,0)),_axisSpread:c.ensureInstanceOf(t.rotation.axisSpread,s.Vector3,new s.Vector3),_angle:c.ensureTypedArg(t.rotation.angle,n,0),_angleSpread:c.ensureTypedArg(t.rotation.angleSpread,n,0),_static:c.ensureTypedArg(t.rotation.static,o,!1),_center:c.ensureInstanceOf(t.rotation.center,s.Vector3,this.position._value.clone()),_randomise:c.ensureTypedArg(t.position.randomise,o,!1)},this.maxAge={_value:c.ensureTypedArg(t.maxAge.value,n,2),_spread:c.ensureTypedArg(t.maxAge.spread,n,0)},this.color={_value:c.ensureArrayInstanceOf(t.color.value,s.Color,new s.Color),_spread:c.ensureArrayInstanceOf(t.color.spread,s.Vector3,new s.Vector3),_randomise:c.ensureTypedArg(t.position.randomise,o,!1)},this.opacity={_value:c.ensureArrayTypedArg(t.opacity.value,n,1),_spread:c.ensureArrayTypedArg(t.opacity.spread,n,0),_randomise:c.ensureTypedArg(t.position.randomise,o,!1)},this.size={_value:c.ensureArrayTypedArg(t.size.value,n,1),_spread:c.ensureArrayTypedArg(t.size.spread,n,0),_randomise:c.ensureTypedArg(t.position.randomise,o,!1)},this.angle={_value:c.ensureArrayTypedArg(t.angle.value,n,0),_spread:c.ensureArrayTypedArg(t.angle.spread,n,0),_randomise:c.ensureTypedArg(t.position.randomise,o,!1)},this.particleCount=c.ensureTypedArg(t.particleCount,n,100),this.duration=c.ensureTypedArg(t.duration,n,null),this.isStatic=c.ensureTypedArg(t.isStatic,o,!1),this.activeMultiplier=c.ensureTypedArg(t.activeMultiplier,n,1),this.direction=c.ensureTypedArg(t.direction,n,1),this.alive=c.ensureTypedArg(t.alive,o,!0),this.particlesPerSecond=0,this.activationIndex=0,this.attributeOffset=0,this.attributeEnd=0,this.age=0,this.activeParticleCount=0,this.group=null,this.attributes=null,this.paramsArray=null,this.resetFlags={position:c.ensureTypedArg(t.position.randomise,o,!1)||c.ensureTypedArg(t.radius.randomise,o,!1),velocity:c.ensureTypedArg(t.velocity.randomise,o,!1),acceleration:c.ensureTypedArg(t.acceleration.randomise,o,!1)||c.ensureTypedArg(t.drag.randomise,o,!1),rotation:c.ensureTypedArg(t.rotation.randomise,o,!1),rotationCenter:c.ensureTypedArg(t.rotation.randomise,o,!1),size:c.ensureTypedArg(t.size.randomise,o,!1),color:c.ensureTypedArg(t.color.randomise,o,!1),opacity:c.ensureTypedArg(t.opacity.randomise,o,!1),angle:c.ensureTypedArg(t.angle.randomise,o,!1)},this.updateFlags={},this.updateCounts={},this.updateMap={maxAge:"params",position:"position",velocity:"velocity",acceleration:"acceleration",drag:"acceleration",wiggle:"params",rotation:"rotation",size:"size",color:"color",opacity:"opacity",angle:"angle"};for(const e in this.updateMap)v.call(this.updateMap,e)&&(this.updateCounts[this.updateMap[e]]=0,this.updateFlags[this.updateMap[e]]=!1,this._createGetterSetters(this[e],e));this.bufferUpdateRanges={},this.attributeKeys=null,this.attributeCount=0,c.ensureValueOverLifetimeCompliance(this.color,u.valueOverLifetimeLength,u.valueOverLifetimeLength),c.ensureValueOverLifetimeCompliance(this.opacity,u.valueOverLifetimeLength,u.valueOverLifetimeLength),c.ensureValueOverLifetimeCompliance(this.size,u.valueOverLifetimeLength,u.valueOverLifetimeLength),c.ensureValueOverLifetimeCompliance(this.angle,u.valueOverLifetimeLength,u.valueOverLifetimeLength)}_createGetterSetters(e,t){const r=this;for(const i in e)if(v.call(e,i)){const a=i.replace("_","");Object.defineProperty(e,a,{get:function(e){return function(){return this[e]}}(i),set:function(e){return function(i){const a=r.updateMap[t],s=this[e],o=u.valueOverLifetimeLength;"_rotationCenter"===e?(r.updateFlags.rotationCenter=!0,r.updateCounts.rotationCenter=0):"_randomise"===e?r.resetFlags[a]=i:(r.updateFlags[a]=!0,r.updateCounts[a]=0),r.group._updateDefines(),this[e]=i,Array.isArray(s)&&c.ensureValueOverLifetimeCompliance(r[t],o,o)}}(i)})}}_setBufferUpdateRanges(e){this.attributeKeys=e,this.attributeCount=e.length;for(let t=this.attributeCount-1;t>=0;--t)this.bufferUpdateRanges[e[t]]={min:Number.POSITIVE_INFINITY,max:Number.NEGATIVE_INFINITY}}_calculatePPSValue(e){const t=this.particleCount;this.duration?this.particlesPerSecond=t/(e=0;--n)s=a[n],o=r[s],!0!==t[s]&&!0!==o||(this._assignValue(s,e),this._updateAttributeUpdateRange(s,e),!0===o&&i[s]===this.particleCount?(r[s]=!1,i[s]=0):1==o&&++i[s])}_updateAttributeUpdateRange(e,t){var r=this.bufferUpdateRanges[e];r.min=Math.min(t,r.min),r.max=Math.max(t,r.max)}_resetBufferRanges(){const e=this.bufferUpdateRanges,t=this.bufferUpdateKeys;let r,i=this.bufferUpdateCount-1;for(;i>=0;--i)r=t[i],e[r].min=Number.POSITIVE_INFINITY,e[r].max=Number.NEGATIVE_INFINITY}_onRemove(){this.particlesPerSecond=0,this.attributeOffset=0,this.activationIndex=0,this.activeParticleCount=0,this.group=null,this.attributes=null,this.paramsArray=null,this.age=0}_decrementParticleCount(){--this.activeParticleCount}_incrementParticleCount(){++this.activeParticleCount}_checkParticleAges(e,t,r,i){for(let a,s,o,n,l=t-1;l>=e;--l)a=4*l,n=r[a],0!==n&&(o=r[a+1],s=r[a+2],1===this.direction?(o+=i,o>=s&&(o=0,n=0,this._decrementParticleCount())):(o-=i,o<=0&&(o=s,n=0,this._decrementParticleCount())),r[a]=n,r[a+1]=o,this._updateAttributeUpdateRange("params",l))}_activateParticles(e,t,r,i){const a=this.direction;for(let s,o,n=e;nthis.duration)return this.alive=!1,void(this.age=0);const o=1===this.particleCount?s:0|s,n=Math.min(o+a,this.activationEnd),l=n-this.activationIndex|0,u=l>0?e/l:0;this._activateParticles(o,n,i,u),this.activationIndex+=a,this.activationIndex>r&&(this.activationIndex=t),this.age+=e}reset(e){if(this.age=0,this.alive=!1,!0===e){const e=this.attributeOffset,t=e+this.particleCount,r=this.paramsArray,i=this.attributes.params.bufferAttribute;for(let i,a=t-1;a>=e;--a)i=4*a,r[i]=0,r[i+1]=0;i.updateRange.offset=0,i.updateRange.count=-1,i.needsUpdate=!0}return this}enable(){return this.alive=!0,this}disable(){return this.alive=!1,this}remove(){return null!==this.group?this.group.removeEmitter(this):console.error("Emitter does not belong to a group, cannot remove."),this}}const A=Object.prototype.hasOwnProperty;class x{constructor(e){const t=c.ensureTypedArg(e,l,{});t.texture=c.ensureTypedArg(t.texture,l,{}),this.uuid=s.Math.generateUUID(),this.fixedTimeStep=c.ensureTypedArg(t.fixedTimeStep,n,.016),this.texture=c.ensureInstanceOf(t.texture.value,s.Texture,null),this.textureFrames=c.ensureInstanceOf(t.texture.frames,s.Vector2,new s.Vector2(1,1)),this.textureFrameCount=c.ensureTypedArg(t.texture.frameCount,n,this.textureFrames.x*this.textureFrames.y),this.textureLoop=c.ensureTypedArg(t.texture.loop,n,1),this.textureFrames.max(new s.Vector2(1,1)),this.hasPerspective=c.ensureTypedArg(t.hasPerspective,o,!0),this.colorize=c.ensureTypedArg(t.colorize,o,!0),this.maxParticleCount=c.ensureTypedArg(t.maxParticleCount,n,null),this.blending=c.ensureTypedArg(t.blending,n,s.AdditiveBlending),this.transparent=c.ensureTypedArg(t.transparent,o,!0),this.alphaTest=parseFloat(c.ensureTypedArg(t.alphaTest,n,0)),this.depthWrite=c.ensureTypedArg(t.depthWrite,o,!1),this.depthTest=c.ensureTypedArg(t.depthTest,o,!0),this.fog=c.ensureTypedArg(t.fog,o,!0),this.scale=c.ensureTypedArg(t.scale,n,300),this.emitters=[],this.emitterIDs=[],this._pool=[],this._poolCreationSettings=null,this._createNewWhenPoolEmpty=0,this._attributesNeedRefresh=!1,this._attributesNeedDynamicReset=!1,this.particleCount=0,this.uniforms={tex:{type:"t",value:this.texture},textureAnimation:{type:"v4",value:new s.Vector4(this.textureFrames.x,this.textureFrames.y,this.textureFrameCount,Math.max(Math.abs(this.textureLoop),1))},fogColor:{type:"c",value:this.fog?new s.Color:null},fogNear:{type:"f",value:10},fogFar:{type:"f",value:200},fogDensity:{type:"f",value:.5},deltaTime:{type:"f",value:0},runTime:{type:"f",value:0},scale:{type:"f",value:this.scale}},this.defines={HAS_PERSPECTIVE:this.hasPerspective,COLORIZE:this.colorize,VALUE_OVER_LIFETIME_LENGTH:u.valueOverLifetimeLength,SHOULD_ROTATE_TEXTURE:!1,SHOULD_ROTATE_PARTICLES:!1,SHOULD_WIGGLE_PARTICLES:!1,SHOULD_CALCULATE_SPRITE:this.textureFrames.x>1||this.textureFrames.y>1},this.attributes={position:new f("v3",!0),acceleration:new f("v4",!0),velocity:new f("v3",!0),rotation:new f("v4",!0),rotationCenter:new f("v3",!0),params:new f("v4",!0),size:new f("v4",!0),angle:new f("v4",!0),color:new f("v4",!0),opacity:new f("v4",!0)},this.attributeKeys=Object.keys(this.attributes),this.attributeCount=this.attributeKeys.length,this.material=new s.ShaderMaterial({uniforms:this.uniforms,vertexShader:g.vertex,fragmentShader:g.fragment,blending:this.blending,transparent:this.transparent,alphaTest:this.alphaTest,depthWrite:this.depthWrite,depthTest:this.depthTest,defines:this.defines,fog:this.fog}),this.geometry=new s.BufferGeometry,this.mesh=new s.Points(this.geometry,this.material),null===this.maxParticleCount&&console.warn("SPE.Group: No maxParticleCount specified. Adding emitters after rendering will probably cause errors.")}_updateDefines(){const e=this.emitters,t=this.defines;let r,i=e.length-1;for(;i>=0;--i)r=e[i],t.SHOULD_CALCULATE_SPRITE||(t.SHOULD_ROTATE_TEXTURE=t.SHOULD_ROTATE_TEXTURE||!!Math.max(Math.max.apply(null,r.angle.value),Math.max.apply(null,r.angle.spread))),t.SHOULD_ROTATE_PARTICLES=t.SHOULD_ROTATE_PARTICLES||!!Math.max(r.rotation.angle,r.rotation.angleSpread),t.SHOULD_WIGGLE_PARTICLES=t.SHOULD_WIGGLE_PARTICLES||!!Math.max(r.wiggle.value,r.wiggle.spread);this.material.needsUpdate=!0}_applyAttributesToGeometry(){const e=this.attributes,t=this.geometry,r=t.attributes;let i,a;for(const s in e)A.call(e,s)&&(i=e[s],a=r[s],a?a.array=i.typedArray.array:t.addAttribute(s,i.bufferAttribute),i.bufferAttribute.needsUpdate=!0);this.geometry.setDrawRange(0,this.particleCount)}addEmitter(e){if(e instanceof _==!1)return void console.error("`emitter` argument must be instance of Emitter. Was provided with:",e);if(this.emitterIDs.indexOf(e.uuid)>-1)return void console.error("Emitter already exists in this group. Will not add again.");if(null!==e.group)return void console.error("Emitter already belongs to another group. Will not add to requested group.");const t=this.attributes,r=this.particleCount,i=r+e.particleCount;this.particleCount=i,null!==this.maxParticleCount&&this.particleCount>this.maxParticleCount&&console.warn("SPE.Group: maxParticleCount exceeded. Requesting",this.particleCount,"particles, can support only",this.maxParticleCount),e._calculatePPSValue(e.maxAge._value+e.maxAge._spread),e._setBufferUpdateRanges(this.attributeKeys),e._setAttributeOffset(r),e.group=this,e.attributes=this.attributes;for(const e in t)A.call(t,e)&&t[e]._createBufferAttribute(null!==this.maxParticleCount?this.maxParticleCount:this.particleCount);for(let t=r;t{t.disable(),this.releaseIntoPool(t)},1e3*Math.max(t.duration,t.maxAge.value+t.maxAge.spread)),this;console.log("Group pool ran out.")}triggerPoolEmitter(e,t){if("number"==typeof e&&e>1)for(let r=0;r=0;--r)t[e[r]].resetUpdateRange()}_updateBuffers(e){const t=this.attributeKeys,r=this.attributes,i=e.bufferUpdateRanges;let a,s,o;for(let e=this.attributeCount-1;e>=0;--e)a=t[e],s=i[a],o=r[a],o.setUpdateRange(s.min,s.max),o.flagUpdate()}tick(e){const 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1);\n","module.exports = THREE;","import * as THREE from 'three';\nimport valueTypes from '@/constants/valueTypes';\n\n/**\n * A bunch of utility functions used throughout the library.\n * @namespace\n * @type {Object}\n */\nexport default {\n\n\t/**\n     * Given a value, a type, and a default value to fallback to,\n     * ensure the given argument adheres to the type requesting,\n     * returning the default value if type check is false.\n     *\n     * @param  {(boolean|string|number|object)} arg          The value to perform a type-check on.\n     * @param  {String} type         The type the `arg` argument should adhere to.\n     * @param  {(boolean|string|number|object)} defaultValue A default value to fallback on if the type check fails.\n     * @return {(boolean|string|number|object)}              The given value if type check passes, or the default value if it fails.\n     */\n\tensureTypedArg( arg, type, defaultValue ) {\n\t\t'use strict';\n\n\t\tif ( typeof arg === type ) 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falling back to the defaultValue if any aren't.\n\t\tif ( Array.isArray( arg ) ) {\n\t\t\tfor ( var i = arg.length - 1; i >= 0; --i ) {\n\t\t\t\tif ( instance !== undefined && arg[ i ] instanceof instance === false ) {\n\t\t\t\t\treturn defaultValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn arg;\n\t\t}\n\n\t\t// If the arg isn't an array then just fallback to\n\t\t// checking the type.\n\t\treturn this.ensureInstanceOf( arg, instance, defaultValue );\n\t},\n\n\t/**\n     * Ensures that any \"value-over-lifetime\" properties of an emitter are\n     * of the correct length (as dictated by `SPE.valueOverLifetimeLength`).\n     *\n     * Delegates to `SPE.utils.interpolateArray` for array resizing.\n     *\n     * If properties aren't arrays, then property values are put into one.\n     *\n     * @param  {Object} property  The property of an SPE.Emitter instance to check compliance of.\n     * @param  {Number} minLength The minimum length of the array to create.\n     * @param  {Number} maxLength The maximum length of the array to create.\n     */\n\tensureValueOverLifetimeCompliance( property, minLength, maxLength ) {\n\t\t'use strict';\n\n\t\tminLength = minLength || 3;\n\t\tmaxLength = maxLength || 3;\n\n\t\t// First, ensure both properties are arrays.\n\t\tif ( Array.isArray( property._value ) === false ) {\n\t\t\tproperty._value = [ property._value ];\n\t\t}\n\n\t\tif ( Array.isArray( property._spread ) === false ) {\n\t\t\tproperty._spread = [ property._spread ];\n\t\t}\n\n\t\tvar valueLength = this.clamp( property._value.length, minLength, maxLength ),\n\t\t\tspreadLength = this.clamp( property._spread.length, minLength, maxLength ),\n\t\t\tdesiredLength = Math.max( valueLength, spreadLength );\n\n\t\tif ( property._value.length !== desiredLength ) {\n\t\t\tproperty._value = this.interpolateArray( property._value, desiredLength );\n\t\t}\n\n\t\tif ( property._spread.length !== desiredLength ) {\n\t\t\tproperty._spread = this.interpolateArray( property._spread, desiredLength );\n\t\t}\n\t},\n\n\t/**\n     * Performs linear interpolation (lerp) on an array.\n     *\n     * For example, lerping [1, 10], with a `newLength` of 10 will produce [1, 2, 3, 4, 5, 6, 7, 8, 9, 10].\n     *\n     * Delegates to `SPE.utils.lerpTypeAgnostic` to perform the actual\n     * interpolation.\n     *\n     * @param  {Array} srcArray  The array to lerp.\n     * @param  {Number} newLength The length the array should be interpolated to.\n     * @return {Array}           The interpolated array.\n     */\n\tinterpolateArray( srcArray, newLength ) {\n\t\t'use strict';\n\n\t\tvar sourceLength = srcArray.length,\n\t\t\tnewArray = [ typeof srcArray[ 0 ].clone === 'function' ? srcArray[ 0 ].clone() : srcArray[ 0 ] ],\n\t\t\tfactor = ( sourceLength - 1 ) / ( newLength - 1 );\n\n\n\t\tfor ( var i = 1; i < newLength - 1; ++i ) {\n\t\t\tvar f = i * factor,\n\t\t\t\tbefore = Math.floor( f ),\n\t\t\t\tafter = Math.ceil( f ),\n\t\t\t\tdelta = f - before;\n\n\t\t\tnewArray[ i ] = this.lerpTypeAgnostic( srcArray[ before ], srcArray[ after ], delta );\n\t\t}\n\n\t\tnewArray.push(\n\t\t\ttypeof srcArray[ sourceLength - 1 ].clone === 'function' ?\n\t\t\t\tsrcArray[ sourceLength - 1 ].clone() :\n\t\t\t\tsrcArray[ sourceLength - 1 ]\n\t\t);\n\n\t\treturn newArray;\n\t},\n\n\t/**\n     * Clamp a number to between the given min and max values.\n     * @param  {Number} value The number to clamp.\n     * @param  {Number} min   The minimum value.\n     * @param  {Number} max   The maximum value.\n     * @return {Number}       The clamped number.\n     */\n\tclamp( value, min, max ) {\n\t\t'use strict';\n\n\t\treturn Math.max( min, Math.min( value, max ) );\n\t},\n\n\t/**\n     * If the given value is less than the epsilon value, then return\n     * a randomised epsilon value if specified, or just the epsilon value if not.\n     * Works for negative numbers as well as positive.\n     *\n     * @param  {Number} value     The value to perform the operation on.\n     * @param  {Boolean} randomise Whether the value should be randomised.\n     * @return {Number}           The result of the operation.\n     */\n\tzeroToEpsilon( value, randomise ) {\n\t\t'use strict';\n\n\t\tvar epsilon = 0.00001,\n\t\t\tresult = value;\n\n\t\tresult = randomise ? Math.random() * epsilon * 10 : epsilon;\n\n\t\tif ( value < 0 && value > -epsilon ) {\n\t\t\tresult = -result;\n\t\t}\n\n\t\t// if ( value === 0 ) {\n\t\t//     result = randomise ? Math.random() * epsilon * 10 : epsilon;\n\t\t// }\n\t\t// else if ( value > 0 && value < epsilon ) {\n\t\t//     result = randomise ? Math.random() * epsilon * 10 : epsilon;\n\t\t// }\n\t\t// else if ( value < 0 && value > -epsilon ) {\n\t\t//     result = -( randomise ? Math.random() * epsilon * 10 : epsilon );\n\t\t// }\n\n\t\treturn result;\n\t},\n\n\t/**\n     * Linearly interpolates two values of various valueTypes. The given values\n     * must be of the same type for the interpolation to work.\n     * @param  {(number|Object)} start The start value of the lerp.\n     * @param  {(number|object)} end   The end value of the lerp.\n     * @param  {Number} delta The delta posiiton of the lerp operation. Ideally between 0 and 1 (inclusive).\n     * @return {(number|object|undefined)}       The result of the operation. Result will be undefined if\n     *                                               the start and end arguments aren't a supported type, or\n     *                                               if their types do not match.\n     */\n\tlerpTypeAgnostic( start, end, delta ) {\n\t\t'use strict';\n\n\t\tvar out;\n\n\t\tif ( typeof start === valueTypes.NUMBER && typeof end === valueTypes.NUMBER ) {\n\t\t\treturn start + ( ( end - start ) * delta );\n\t\t}\n\t\telse if ( start instanceof THREE.Vector2 && end instanceof THREE.Vector2 ) {\n\t\t\tout = start.clone();\n\t\t\tout.x = this.lerp( start.x, end.x, delta );\n\t\t\tout.y = this.lerp( start.y, end.y, delta );\n\t\t\treturn out;\n\t\t}\n\t\telse if ( start instanceof THREE.Vector3 && end instanceof THREE.Vector3 ) {\n\t\t\tout = start.clone();\n\t\t\tout.x = this.lerp( start.x, end.x, delta );\n\t\t\tout.y = this.lerp( start.y, end.y, delta );\n\t\t\tout.z = this.lerp( start.z, end.z, delta );\n\t\t\treturn out;\n\t\t}\n\t\telse if ( start instanceof THREE.Vector4 && end instanceof THREE.Vector4 ) {\n\t\t\tout = start.clone();\n\t\t\tout.x = this.lerp( start.x, end.x, delta );\n\t\t\tout.y = this.lerp( start.y, end.y, delta );\n\t\t\tout.z = this.lerp( start.z, end.z, delta );\n\t\t\tout.w = this.lerp( start.w, end.w, delta );\n\t\t\treturn out;\n\t\t}\n\t\telse if ( start instanceof THREE.Color && end instanceof THREE.Color ) {\n\t\t\tout = start.clone();\n\t\t\tout.r = this.lerp( start.r, end.r, delta );\n\t\t\tout.g = this.lerp( start.g, end.g, delta );\n\t\t\tout.b = this.lerp( start.b, end.b, delta );\n\t\t\treturn out;\n\t\t}\n\t\telse {\n\t\t\tconsole.warn( 'Invalid argument types, or argument types do not match:', start, end );\n\t\t}\n\t},\n\n\t/**\n     * Perform a linear interpolation operation on two numbers.\n     * @param  {Number} start The start value.\n     * @param  {Number} end   The end value.\n     * @param  {Number} delta The position to interpolate to.\n     * @return {Number}       The result of the lerp operation.\n     */\n\tlerp( start, end, delta ) {\n\t\t'use strict';\n\t\treturn start + ( ( end - start ) * delta );\n\t},\n\n\t/**\n     * Rounds a number to a nearest multiple.\n     *\n     * @param  {Number} n        The number to round.\n     * @param  {Number} multiple The multiple to round to.\n     * @return {Number}          The result of the round operation.\n     */\n\troundToNearestMultiple( n, multiple ) {\n\t\t'use strict';\n\n\t\tvar remainder = 0;\n\n\t\tif ( multiple === 0 ) {\n\t\t\treturn n;\n\t\t}\n\n\t\tremainder = Math.abs( n ) % multiple;\n\n\t\tif ( remainder === 0 ) {\n\t\t\treturn n;\n\t\t}\n\n\t\tif ( n < 0 ) {\n\t\t\treturn -( Math.abs( n ) - remainder );\n\t\t}\n\n\t\treturn n + multiple - remainder;\n\t},\n\n\t/**\n     * Check if all items in an array are equal. Uses strict equality.\n     *\n     * @param  {Array} array The array of values to check equality of.\n     * @return {Boolean}       Whether the array's values are all equal or not.\n     */\n\tarrayValuesAreEqual( array ) {\n\t\t'use strict';\n\n\t\tfor ( var i = 0; i < array.length - 1; ++i ) {\n\t\t\tif ( array[ i ] !== array[ i + 1 ] ) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\n\t\treturn true;\n\t},\n\n\t// colorsAreEqual: function() {\n\t//     var colors = Array.prototype.slice.call( arguments ),\n\t//         numColors = colors.length;\n\n\t//     for ( var i = 0, color1, color2; i < numColors - 1; ++i ) {\n\t//         color1 = colors[ i ];\n\t//         color2 = colors[ i + 1 ];\n\n\t//         if (\n\t//             color1.r !== color2.r ||\n\t//             color1.g !== color2.g ||\n\t//             color1.b !== color2.b\n\t//         ) {\n\t//             return false\n\t//         }\n\t//     }\n\n\t//     return true;\n\t// },\n\n\n\t/**\n     * Given a start value and a spread value, create and return a random\n     * number.\n     * @param  {Number} base   The start value.\n     * @param  {Number} spread The size of the random variance to apply.\n     * @return {Number}        A randomised number.\n     */\n\trandomFloat( base, spread ) {\n\t\t'use strict';\n\t\treturn base + spread * ( Math.random() - 0.5 );\n\t},\n\n\n\n\t/**\n     * Given an SPE.ShaderAttribute instance, and various other settings,\n     * assign values to the attribute's array in a `vec3` format.\n     *\n     * @param  {Object} attribute   The instance of SPE.ShaderAttribute to save the result to.\n     * @param  {Number} index       The offset in the attribute's TypedArray to save the result from.\n     * @param  {Object} base        THREE.Vector3 instance describing the start value.\n     * @param  {Object} spread      THREE.Vector3 instance describing the random variance to apply to the start value.\n     * @param  {Object} spreadClamp THREE.Vector3 instance describing the multiples to clamp the randomness to.\n     */\n\trandomVector3( attribute, index, base, spread, spreadClamp ) {\n\t\t'use strict';\n\n\t\tvar x = base.x + ( Math.random() * spread.x - ( spread.x * 0.5 ) ),\n\t\t\ty = base.y + ( Math.random() * spread.y - ( spread.y * 0.5 ) ),\n\t\t\tz = base.z + ( Math.random() * spread.z - ( spread.z * 0.5 ) );\n\n\t\t// var x = this.randomFloat( base.x, spread.x ),\n\t\t// y = this.randomFloat( base.y, spread.y ),\n\t\t// z = this.randomFloat( base.z, spread.z );\n\n\t\tif ( spreadClamp ) {\n\t\t\tx = -spreadClamp.x * 0.5 + this.roundToNearestMultiple( x, spreadClamp.x );\n\t\t\ty = -spreadClamp.y * 0.5 + this.roundToNearestMultiple( y, spreadClamp.y );\n\t\t\tz = -spreadClamp.z * 0.5 + this.roundToNearestMultiple( z, spreadClamp.z );\n\t\t}\n\n\t\tattribute.typedArray.setVec3Components( index, x, y, z );\n\t},\n\n\t/**\n     * Given an SPE.Shader attribute instance, and various other settings,\n     * assign Color values to the attribute.\n     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.\n     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.\n     * @param  {Object} base      THREE.Color instance describing the start color.\n     * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.\n     */\n\trandomColor( attribute, index, base, spread ) {\n\t\t'use strict';\n\n\t\tvar r = base.r + ( Math.random() * spread.x ),\n\t\t\tg = base.g + ( Math.random() * spread.y ),\n\t\t\tb = base.b + ( Math.random() * spread.z );\n\n\t\tr = this.clamp( r, 0, 1 );\n\t\tg = this.clamp( g, 0, 1 );\n\t\tb = this.clamp( b, 0, 1 );\n\n\n\t\tattribute.typedArray.setVec3Components( index, r, g, b );\n\t},\n\n\n\trandomColorAsHex: ( function() {\n\t\t'use strict';\n\n\t\tvar workingColor = new THREE.Color();\n\n\t\t/**\n         * Assigns a random color value, encoded as a hex value in decimal\n         * format, to a SPE.ShaderAttribute instance.\n         * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.\n         * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.\n         * @param  {Object} base      THREE.Color instance describing the start color.\n         * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.\n         */\n\t\treturn function( attribute, index, base, spread ) {\n\t\t\tvar numItems = base.length,\n\t\t\t\tcolors = [];\n\n\t\t\tfor ( var i = 0; i < numItems; ++i ) {\n\t\t\t\tvar spreadVector = spread[ i ];\n\n\t\t\t\tworkingColor.copy( base[ i ] );\n\n\t\t\t\tworkingColor.r += ( Math.random() * spreadVector.x ) - ( spreadVector.x * 0.5 );\n\t\t\t\tworkingColor.g += ( Math.random() * spreadVector.y ) - ( spreadVector.y * 0.5 );\n\t\t\t\tworkingColor.b += ( Math.random() * spreadVector.z ) - ( spreadVector.z * 0.5 );\n\n\t\t\t\tworkingColor.r = this.clamp( workingColor.r, 0, 1 );\n\t\t\t\tworkingColor.g = this.clamp( workingColor.g, 0, 1 );\n\t\t\t\tworkingColor.b = this.clamp( workingColor.b, 0, 1 );\n\n\t\t\t\tcolors.push( workingColor.getHex() );\n\t\t\t}\n\n\t\t\tattribute.typedArray.setVec4Components( index, colors[ 0 ], colors[ 1 ], colors[ 2 ], colors[ 3 ] );\n\t\t};\n\t}() ),\n\n\t/**\n     * Given an SPE.ShaderAttribute instance, and various other settings,\n     * assign values to the attribute's array in a `vec3` format.\n     *\n     * @param  {Object} attribute   The instance of SPE.ShaderAttribute to save the result to.\n     * @param  {Number} index       The offset in the attribute's TypedArray to save the result from.\n     * @param  {Object} start       THREE.Vector3 instance describing the start line position.\n     * @param  {Object} end         THREE.Vector3 instance describing the end line position.\n     */\n\trandomVector3OnLine( attribute, index, start, end ) {\n\t\t'use strict';\n\t\tvar pos = start.clone();\n\n\t\tpos.lerp( end, Math.random() );\n\n\t\tattribute.typedArray.setVec3Components( index, pos.x, pos.y, pos.z );\n\t},\n\n\t/**\n     * Given an SPE.Shader attribute instance, and various other settings,\n     * assign Color values to the attribute.\n     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.\n     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.\n     * @param  {Object} base      THREE.Color instance describing the start color.\n     * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.\n     */\n\n\t/**\n     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the\n     * given values onto a sphere.\n     *\n     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.\n     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.\n     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.\n     * @param  {Number} radius            The radius of the sphere to project onto.\n     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result\n     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the sphere.\n     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.\n     */\n\trandomVector3OnSphere(\n\t\tattribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp, distributionClamp\n\t) {\n\t\t'use strict';\n\n\t\tvar depth = 2 * Math.random() - 1,\n\t\t\tt = 6.2832 * Math.random(),\n\t\t\tr = Math.sqrt( 1 - depth * depth ),\n\t\t\trand = this.randomFloat( radius, radiusSpread ),\n\t\t\tx = 0,\n\t\t\ty = 0,\n\t\t\tz = 0;\n\n\n\t\tif ( radiusSpreadClamp ) {\n\t\t\trand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;\n\t\t}\n\n\n\n\t\t// Set position on sphere\n\t\tx = r * Math.cos( t ) * rand;\n\t\ty = r * Math.sin( t ) * rand;\n\t\tz = depth * rand;\n\n\t\t// Apply radius scale to this position\n\t\tx *= radiusScale.x;\n\t\ty *= radiusScale.y;\n\t\tz *= radiusScale.z;\n\n\t\t// Translate to the base position.\n\t\tx += base.x;\n\t\ty += base.y;\n\t\tz += base.z;\n\n\t\t// Set the values in the typed array.\n\t\tattribute.typedArray.setVec3Components( index, x, y, z );\n\t},\n\n\tseededRandom( seed ) {\n\t\tvar x = Math.sin( seed ) * 10000;\n\t\treturn x - ( x | 0 );\n\t},\n\n\n\n\t/**\n     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the\n     * given values onto a 2d-disc.\n     *\n     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.\n     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.\n     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.\n     * @param  {Number} radius            The radius of the sphere to project onto.\n     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result\n     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the disc. The z-component is ignored.\n     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.\n     */\n\trandomVector3OnDisc( attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) {\n\t\t'use strict';\n\n\t\tvar t = 6.2832 * Math.random(),\n\t\t\trand = Math.abs( this.randomFloat( radius, radiusSpread ) ),\n\t\t\tx = 0,\n\t\t\ty = 0,\n\t\t\tz = 0;\n\n\t\tif ( radiusSpreadClamp ) {\n\t\t\trand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;\n\t\t}\n\n\t\t// Set position on sphere\n\t\tx = Math.cos( t ) * rand;\n\t\ty = Math.sin( t ) * rand;\n\n\t\t// Apply radius scale to this position\n\t\tx *= radiusScale.x;\n\t\ty *= radiusScale.y;\n\n\t\t// Translate to the base position.\n\t\tx += base.x;\n\t\ty += base.y;\n\t\tz += base.z;\n\n\t\t// Set the values in the typed array.\n\t\tattribute.typedArray.setVec3Components( index, x, y, z );\n\t},\n\n\trandomDirectionVector3OnSphere: ( function() {\n\t\t'use strict';\n\n\t\tvar v = new THREE.Vector3();\n\n\t\t/**\n         * Given an SPE.ShaderAttribute instance, create a direction vector from the given\n         * position, using `speed` as the magnitude. Values are saved to the attribute.\n         *\n         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.\n         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.\n         * @param  {Number} posX            The particle's x coordinate.\n         * @param  {Number} posY            The particle's y coordinate.\n         * @param  {Number} posZ            The particle's z coordinate.\n         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.\n         * @param  {Number} speed           The magnitude to apply to the vector.\n         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.\n         */\n\t\treturn function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {\n\t\t\tv.copy( emitterPosition );\n\n\t\t\tv.x -= posX;\n\t\t\tv.y -= posY;\n\t\t\tv.z -= posZ;\n\n\t\t\tv.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );\n\n\t\t\tattribute.typedArray.setVec3Components( index, v.x, v.y, v.z );\n\t\t};\n\t}() ),\n\n\n\trandomDirectionVector3OnDisc: ( function() {\n\t\t'use strict';\n\n\t\tvar v = new THREE.Vector3();\n\n\t\t/**\n         * Given an SPE.ShaderAttribute instance, create a direction vector from the given\n         * position, using `speed` as the magnitude. Values are saved to the attribute.\n         *\n         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.\n         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.\n         * @param  {Number} posX            The particle's x coordinate.\n         * @param  {Number} posY            The particle's y coordinate.\n         * @param  {Number} posZ            The particle's z coordinate.\n         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.\n         * @param  {Number} speed           The magnitude to apply to the vector.\n         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.\n         */\n\t\treturn function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {\n\t\t\tv.copy( emitterPosition );\n\n\t\t\tv.x -= posX;\n\t\t\tv.y -= posY;\n\t\t\tv.z -= posZ;\n\n\t\t\tv.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );\n\n\t\t\tattribute.typedArray.setVec3Components( index, v.x, v.y, 0 );\n\t\t};\n\t}() ),\n\n\tgetPackedRotationAxis: ( function() {\n\t\t'use strict';\n\n\t\tvar v = new THREE.Vector3(),\n\t\t\tvSpread = new THREE.Vector3(),\n\t\t\tc = new THREE.Color(),\n\t\t\taddOne = new THREE.Vector3( 1, 1, 1 );\n\n\t\t/**\n         * Given a rotation axis, and a rotation axis spread vector,\n         * calculate a randomised rotation axis, and pack it into\n         * a hexadecimal value represented in decimal form.\n         * @param  {Object} axis       THREE.Vector3 instance describing the rotation axis.\n         * @param  {Object} axisSpread THREE.Vector3 instance describing the amount of randomness to apply to the rotation axis.\n         * @return {Number}            The packed rotation axis, with randomness.\n         */\n\t\treturn function( axis, axisSpread ) {\n\t\t\tv.copy( axis ).normalize();\n\t\t\tvSpread.copy( axisSpread ).normalize();\n\n\t\t\tv.x += ( -axisSpread.x * 0.5 ) + ( Math.random() * axisSpread.x );\n\t\t\tv.y += ( -axisSpread.y * 0.5 ) + ( Math.random() * axisSpread.y );\n\t\t\tv.z += ( -axisSpread.z * 0.5 ) + ( Math.random() * axisSpread.z );\n\n\t\t\t// v.x = Math.abs( v.x );\n\t\t\t// v.y = Math.abs( v.y );\n\t\t\t// v.z = Math.abs( v.z );\n\n\t\t\tv.normalize().add( addOne )\n\t\t\t\t.multiplyScalar( 0.5 );\n\n\t\t\tc.setRGB( v.x, v.y, v.z );\n\n\t\t\treturn c.getHex();\n\t\t};\n\t}() ),\n};\n","export default {\n\n\t/**\n\t * Boolean type.\n\t * @type {String}\n\t */\n\tBOOLEAN: 'boolean',\n\n\t/**\n\t * String type.\n\t * @type {String}\n\t */\n\tSTRING: 'string',\n\n\t/**\n\t * Number type.\n\t * @type {String}\n\t */\n\tNUMBER: 'number',\n\n\t/**\n\t * Object type.\n\t * @type {String}\n\t */\n\tOBJECT: 'object',\n};\n","export default {\n\tvalueOverLifetimeLength: 4,\n};","/**\n * A helper class for TypedArrays.\n *\n * Allows for easy resizing, assignment of various component-based\n * types (Vector2s, Vector3s, Vector4s, Mat3s, Mat4s),\n * as well as Colors (where components are `r`, `g`, `b`),\n * Numbers, and setting from other TypedArrays.\n *\n * @author Luke Moody\n * @constructor\n * @param {Function} TypedArrayConstructor The constructor to use (Float32Array, Uint8Array, etc.)\n * @param {Number} size                 The size of the array to create\n * @param {Number} componentSize        The number of components per-value (ie. 3 for a vec3, 9 for a Mat3, etc.)\n * @param {Number} indexOffset          The index in the array from which to start assigning values. Default `0` if none provided\n */\nexport default class TypedArrayHelper {\n\tconstructor( TypedArrayConstructor, size, componentSize, indexOffset ) {\n\t\tthis.componentSize = componentSize || 1;\n\t\tthis.size = ( size || 1 );\n\t\tthis.TypedArrayConstructor = TypedArrayConstructor || Float32Array;\n\t\tthis.array = new TypedArrayConstructor( size * this.componentSize );\n\t\tthis.indexOffset = indexOffset || 0;\n\t}\n\n\t/**\n\t * Sets the size of the internal array.\n\t *\n\t * Delegates to `this.shrink` or `this.grow` depending on size\n\t * argument's relation to the current size of the internal array.\n\t *\n\t * Note that if the array is to be shrunk, data will be lost.\n\t *\n\t * @param {Number} size The new size of the array.\n\t */\n\tsetSize( s, noComponentMultiply ) {\n\t\tconst currentArraySize = this.array.length;\n\t\tlet size = s;\n\n\t\tif ( !noComponentMultiply ) {\n\t\t\tsize = size * this.componentSize;\n\t\t}\n\n\t\tif ( size < currentArraySize ) {\n\t\t\treturn this.shrink( size );\n\t\t}\n\t\telse if ( size > currentArraySize ) {\n\t\t\treturn this.grow( size );\n\t\t}\n\t\telse {\n\t\t\tconsole.info( 'TypedArray is already of size:', size + '.', 'Will not resize.' );\n\t\t}\n\t}\n\n\t/**\n\t * Shrinks the internal array.\n\t *\n\t * @param  {Number} size The new size of the typed array. Must be smaller than `this.array.length`.\n\t * @return {SPE.TypedArrayHelper}      Instance of this class.\n\t */\n\tshrink( size ) {\n\t\tthis.array = this.array.subarray( 0, size );\n\t\tthis.size = size;\n\t\treturn this;\n\t}\n\n\t/**\n\t * Grows the internal array.\n\t * @param  {Number} size The new size of the typed array. Must be larger than `this.array.length`.\n\t * @return {SPE.TypedArrayHelper}      Instance of this class.\n\t */\n\tgrow( size ) {\n\t\tconst newArray = new this.TypedArrayConstructor( size );\n\n\t\tnewArray.set( this.array );\n\t\tthis.array = newArray;\n\t\tthis.size = size;\n\n\t\treturn this;\n\t}\n\n\n\t/**\n\t * Perform a splice operation on this array's buffer.\n\t * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.\n\t * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.\n\t * @returns {Object} The SPE.TypedArrayHelper instance.\n\t */\n\tsplice( start, end ) {\n\t\tconst _start = start * this.componentSize,\n\t\t\t_end = end * this.componentSize;\n\n\t\tconst data = [],\n\t\t\tarray = this.array,\n\t\t\tsize = array.length;\n\n\t\tfor ( let i = 0; i < size; ++i ) {\n\t\t\tif ( i < _start || i >= _end ) {\n\t\t\t\tdata.push( array[ i ] );\n\t\t\t}\n\t\t\t// array[ i ] = 0;\n\t\t}\n\n\t\tthis.setFromArray( 0, data );\n\n\t\treturn this;\n\t}\n\n\n\t/**\n\t * Copies from the given TypedArray into this one, using the index argument\n\t * as the start position. Alias for `TypedArray.set`. Will automatically resize\n\t * if the given source array is of a larger size than the internal array.\n\t *\n\t * @param {Number} index      The start position from which to copy into this array.\n\t * @param {TypedArray} array The array from which to copy; the source array.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetFromArray( index, array ) {\n\t\tconst sourceArraySize = array.length,\n\t\t\tnewSize = index + sourceArraySize;\n\n\t\tif ( newSize > this.array.length ) {\n\t\t\tthis.grow( newSize );\n\t\t}\n\t\telse if ( newSize < this.array.length ) {\n\t\t\tthis.shrink( newSize );\n\t\t}\n\n\t\tthis.array.set( array, this.indexOffset + index );\n\n\t\treturn this;\n\t}\n\n\t/**\n\t * Set a Vector2 value at `index`.\n\t *\n\t * @param {Number} index The index at which to set the vec2 values from.\n\t * @param {Vector2} vec2  Any object that has `x` and `y` properties.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetVec2( index, vec2 ) {\n\t\treturn this.setVec2Components( index, vec2.x, vec2.y );\n\t}\n\n\t/**\n\t * Set a Vector2 value using raw components.\n\t *\n\t * @param {Number} index The index at which to set the vec2 values from.\n\t * @param {Number} x     The Vec2's `x` component.\n\t * @param {Number} y     The Vec2's `y` component.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetVec2Components( index, x, y ) {\n\t\tconst array = this.array,\n\t\t\ti = this.indexOffset + ( index * this.componentSize );\n\n\t\tarray[ i ] = x;\n\t\tarray[ i + 1 ] = y;\n\t\treturn this;\n\t}\n\n\t/**\n\t * Set a Vector3 value at `index`.\n\t *\n\t * @param {Number} index The index at which to set the vec3 values from.\n\t * @param {Vector3} vec2  Any object that has `x`, `y`, and `z` properties.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetVec3( index, vec3 ) {\n\t\treturn this.setVec3Components( index, vec3.x, vec3.y, vec3.z );\n\t}\n\n\t/**\n\t * Set a Vector3 value using raw components.\n\t *\n\t * @param {Number} index The index at which to set the vec3 values from.\n\t * @param {Number} x     The Vec3's `x` component.\n\t * @param {Number} y     The Vec3's `y` component.\n\t * @param {Number} z     The Vec3's `z` component.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetVec3Components( index, x, y, z ) {\n\t\tconst array = this.array,\n\t\t\ti = this.indexOffset + ( index * this.componentSize );\n\n\t\tarray[ i ] = x;\n\t\tarray[ i + 1 ] = y;\n\t\tarray[ i + 2 ] = z;\n\t\treturn this;\n\t}\n\n\t/**\n\t * Set a Vector4 value at `index`.\n\t *\n\t * @param {Number} index The index at which to set the vec4 values from.\n\t * @param {Vector4} vec2  Any object that has `x`, `y`, `z`, and `w` properties.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetVec4( index, vec4 ) {\n\t\treturn this.setVec4Components( index, vec4.x, vec4.y, vec4.z, vec4.w );\n\t}\n\n\t/**\n\t * Set a Vector4 value using raw components.\n\t *\n\t * @param {Number} index The index at which to set the vec4 values from.\n\t * @param {Number} x     The Vec4's `x` component.\n\t * @param {Number} y     The Vec4's `y` component.\n\t * @param {Number} z     The Vec4's `z` component.\n\t * @param {Number} w     The Vec4's `w` component.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetVec4Components( index, x, y, z, w ) {\n\t\tconst array = this.array,\n\t\t\ti = this.indexOffset + ( index * this.componentSize );\n\n\t\tarray[ i ] = x;\n\t\tarray[ i + 1 ] = y;\n\t\tarray[ i + 2 ] = z;\n\t\tarray[ i + 3 ] = w;\n\t\treturn this;\n\t}\n\n\t/**\n\t * Set a Matrix3 value at `index`.\n\t *\n\t * @param {Number} index The index at which to set the matrix values from.\n\t * @param {Matrix3} mat3 The 3x3 matrix to set from. Must have a TypedArray property named `elements` to copy from.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetMat3( index, mat3 ) {\n\t\treturn this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat3.elements );\n\t}\n\n\t/**\n\t * Set a Matrix4 value at `index`.\n\t *\n\t * @param {Number} index The index at which to set the matrix values from.\n\t * @param {Matrix4} mat3 The 4x4 matrix to set from. Must have a TypedArray property named `elements` to copy from.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetMat4( index, mat4 ) {\n\t\treturn this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat4.elements );\n\t}\n\n\t/**\n\t * Set a Color value at `index`.\n\t *\n\t * @param {Number} index The index at which to set the vec3 values from.\n\t * @param {Color} color  Any object that has `r`, `g`, and `b` properties.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetColor( index, color ) {\n\t\treturn this.setVec3Components( index, color.r, color.g, color.b );\n\t}\n\n\t/**\n\t * Set a Number value at `index`.\n\t *\n\t * @param {Number} index The index at which to set the vec3 values from.\n\t * @param {Number} numericValue  The number to assign to this index in the array.\n\t * @return {SPE.TypedArrayHelper} Instance of this class.\n\t */\n\tsetNumber( index, numericValue ) {\n\t\tthis.array[ this.indexOffset + ( index * this.componentSize ) ] = numericValue;\n\t\treturn this;\n\t}\n\n\t/**\n\t * Returns the value of the array at the given index, taking into account\n\t * the `indexOffset` property of this class.\n\t *\n\t * Note that this function ignores the component size and will just return a\n\t * single value.\n\t *\n\t * @param  {Number} index The index in the array to fetch.\n\t * @return {Number}       The value at the given index.\n\t */\n\tgetValueAtIndex( index ) {\n\t\treturn this.array[ this.indexOffset + index ];\n\t}\n\n\t/**\n\t * Returns the component value of the array at the given index, taking into account\n\t * the `indexOffset` property of this class.\n\t *\n\t * If the componentSize is set to 3, then it will return a new TypedArray\n\t * of length 3.\n\t *\n\t * @param  {Number} index The index in the array to fetch.\n\t * @return {TypedArray}       The component value at the given index.\n\t */\n\tgetComponentValueAtIndex( index ) {\n\t\treturn this.array.subarray( this.indexOffset + ( index * this.componentSize ) );\n\t}\n}","/**\n * A map of uniform types to their component size.\n * @enum {Number}\n */\nexport default {\n\n\t/**\n\t * Float\n\t * @type {Number}\n\t */\n\tf: 1,\n\n\t/**\n\t * Vec2\n\t * @type {Number}\n\t */\n\tv2: 2,\n\n\t/**\n\t * Vec3\n\t * @type {Number}\n\t */\n\tv3: 3,\n\n\t/**\n\t * Vec4\n\t * @type {Number}\n\t */\n\tv4: 4,\n\n\t/**\n\t * Color\n\t * @type {Number}\n\t */\n\tc: 3,\n\n\t/**\n\t * Mat3\n\t * @type {Number}\n\t */\n\tm3: 9,\n\n\t/**\n\t * Mat4\n\t * @type {Number}\n\t */\n\tm4: 16,\n};\n\n","import * as THREE from 'three';\nimport TypedArrayHelper from './TypedArrayHelper';\nimport typeSizeMap from '@/constants/typeSizeMap';\n\nconst HAS_OWN = Object.prototype.hasOwnProperty;\n\n/**\n * A helper to handle creating and updating a THREE.BufferAttribute instance.\n *\n * @author  Luke Moody\n * @constructor\n * @param {String} type          The buffer attribute type. See `typeSizeMap`` for valid values.\n * @param {Boolean=} dynamicBuffer Whether this buffer attribute should be marked as dynamic or not.\n * @param {Function=} arrayType     A reference to a TypedArray constructor. Defaults to Float32Array if none provided.\n */\nexport default class ShaderAttribute {\n\tconstructor( type, dynamicBuffer, arrayType ) {\n\t\tthis.type = typeof type === 'string' && HAS_OWN.call( typeSizeMap, type ) ? type : 'f';\n\t\tthis.componentSize = typeSizeMap[ this.type ];\n\t\tthis.arrayType = arrayType || Float32Array;\n\t\tthis.typedArray = null;\n\t\tthis.bufferAttribute = null;\n\t\tthis.dynamicBuffer = !!dynamicBuffer;\n\n\t\tthis.updateMin = 0;\n\t\tthis.updateMax = 0;\n\t}\n\n\t/**\n\t * Calculate the minimum and maximum update range for this buffer attribute using\n\t * component size independant min and max values.\n\t *\n\t * @param {Number} min The start of the range to mark as needing an update.\n\t * @param {Number} max The end of the range to mark as needing an update.\n\t */\n\tsetUpdateRange( min, max ) {\n\t\tthis.updateMin = Math.min( min * this.componentSize, this.updateMin * this.componentSize );\n\t\tthis.updateMax = Math.max( max * this.componentSize, this.updateMax * this.componentSize );\n\t}\n\n\t/**\n\t * Calculate the number of indices that this attribute should mark as needing\n\t * updating. Also marks the attribute as needing an update.\n\t */\n\tflagUpdate() {\n\t\tconst attr = this.bufferAttribute,\n\t\t\trange = attr.updateRange;\n\n\t\trange.offset = this.updateMin;\n\t\trange.count = Math.min( ( this.updateMax - this.updateMin ) + this.componentSize, this.typedArray.array.length );\n\t\tattr.needsUpdate = true;\n\t}\n\n\n\n\t/**\n\t * Reset the index update counts for this attribute\n\t */\n\tresetUpdateRange() {\n\t\tthis.updateMin = 0;\n\t\tthis.updateMax = 0;\n\t}\n\n\tresetDynamic() {\n\t\tthis.bufferAttribute.usage = this.dynamicBuffer ?\n\t\t\tTHREE.DynamicDrawUsage :\n\t\t\tTHREE.StaticDrawUsage;\n\t}\n\n\t/**\n\t * Perform a splice operation on this attribute's buffer.\n\t * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.\n\t * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.\n\t */\n\tsplice( start, end ) {\n\t\tthis.typedArray.splice( start, end );\n\n\t\t// Reset the reference to the attribute's typed array\n\t\t// since it has probably changed.\n\t\tthis.forceUpdateAll();\n\t}\n\n\tforceUpdateAll() {\n\t\tthis.bufferAttribute.array = this.typedArray.array;\n\t\tthis.bufferAttribute.updateRange.offset = 0;\n\t\tthis.bufferAttribute.updateRange.count = -1;\n\n\t\tthis.bufferAttribute.usage = THREE.StaticDrawUsage;\n\t\tthis.bufferAttribute.needsUpdate = true;\n\t}\n\n\t/**\n\t * Make sure this attribute has a typed array associated with it.\n\t *\n\t * If it does, then it will ensure the typed array is of the correct size.\n\t *\n\t * If not, a new `TypedArrayHelper` instance will be created.\n\t *\n\t * @param  {Number} size The size of the typed array to create or update to.\n\t */\n\t_ensureTypedArray( size ) {\n\t\t// Condition that's most likely to be true at the top: no change.\n\t\tif ( this.typedArray !== null && this.typedArray.size === size * this.componentSize ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Resize the array if we need to, telling the TypedArrayHelper to\n\t\t// ignore it's component size when evaluating size.\n\t\telse if ( this.typedArray !== null && this.typedArray.size !== size ) {\n\t\t\tthis.typedArray.setSize( size );\n\t\t}\n\n\t\t// This condition should only occur once in an attribute's lifecycle.\n\t\telse if ( this.typedArray === null ) {\n\t\t\tthis.typedArray = new TypedArrayHelper( this.arrayType, size, this.componentSize );\n\t\t}\n\t}\n\n\n\t/**\n\t * Creates a THREE.BufferAttribute instance if one doesn't exist already.\n\t *\n\t * Ensures a typed array is present by calling _ensureTypedArray() first.\n\t *\n\t * If a buffer attribute exists already, then it will be marked as needing an update.\n\t *\n\t * @param  {Number} size The size of the typed array to create if one doesn't exist, or resize existing array to.\n\t */\n\t_createBufferAttribute( size ) {\n\t\t// Make sure the typedArray is present and correct.\n\t\tthis._ensureTypedArray( size );\n\n\t\t// Don't create it if it already exists, but do\n\t\t// flag that it needs updating on the next render\n\t\t// cycle.\n\t\tif ( this.bufferAttribute !== null ) {\n\t\t\tthis.bufferAttribute.array = this.typedArray.array;\n\n\t\t\t// Since THREE.js version 81, dynamic count calculation was removed\n\t\t\t// so I need to do it manually here.\n\t\t\t//\n\t\t\t// In the next minor release, I may well remove this check and force\n\t\t\t// dependency on THREE r81+.\n\t\t\tif ( parseFloat( THREE.REVISION ) >= 81 ) {\n\t\t\t\tthis.bufferAttribute.count = this.bufferAttribute.array.length / this.bufferAttribute.itemSize;\n\t\t\t}\n\n\t\t\tthis.bufferAttribute.needsUpdate = true;\n\t\t\treturn;\n\t\t}\n\n\t\tthis.bufferAttribute = new THREE.BufferAttribute( this.typedArray.array, this.componentSize );\n\n\t\tthis.bufferAttribute.usage = this.dynamicBuffer ?\n\t\t\tTHREE.DynamicDrawUsage :\n\t\t\tTHREE.StaticDrawUsage;\n\t}\n\n\t/**\n\t * Returns the length of the typed array associated with this attribute.\n\t * @return {Number} The length of the typed array. Will be 0 if no typed array has been created yet.\n\t */\n\tgetLength() {\n\t\tif ( this.typedArray === null ) {\n\t\t\treturn 0;\n\t\t}\n\n\t\treturn this.typedArray.array.length;\n\t}\n\n}\n\n","export default {\n\t// Register color-packing define statements.\n\tdefines: [\n\t\t'#define PACKED_COLOR_SIZE 256.0',\n\t\t'#define PACKED_COLOR_DIVISOR 255.0',\n\t].join( '\\n' ),\n\n\t// All uniforms used by vertex / fragment shaders\n\tuniforms: [\n\t\t'uniform float deltaTime;',\n\t\t'uniform float runTime;',\n\t\t'uniform sampler2D tex;',\n\t\t'uniform vec4 textureAnimation;',\n\t\t'uniform float scale;',\n\t].join( '\\n' ),\n\n\t// All attributes used by the vertex shader.\n\t//\n\t// Note that some attributes are squashed into other ones:\n\t//\n\t// * Drag is acceleration.w\n\tattributes: [\n\t\t'attribute vec4 acceleration;',\n\t\t'attribute vec3 velocity;',\n\t\t'attribute vec4 rotation;',\n\t\t'attribute vec3 rotationCenter;',\n\t\t'attribute vec4 params;',\n\t\t'attribute vec4 size;',\n\t\t'attribute vec4 angle;',\n\t\t'attribute vec4 color;',\n\t\t'attribute vec4 opacity;',\n\t].join( '\\n' ),\n\n\t//\n\tvaryings: [\n\t\t'varying vec4 vColor;',\n\t\t'#ifdef SHOULD_ROTATE_TEXTURE',\n\t\t'    varying float vAngle;',\n\t\t'#endif',\n\n\t\t'#ifdef SHOULD_CALCULATE_SPRITE',\n\t\t'    varying vec4 vSpriteSheet;',\n\t\t'#endif',\n\t].join( '\\n' ),\n\n\n\t// Branch-avoiding comparison fns\n\t// - http://theorangeduck.com/page/avoiding-shader-conditionals\n\tbranchAvoidanceFunctions: [\n\t\t'float when_gt(float x, float y) {',\n\t\t'    return max(sign(x - y), 0.0);',\n\t\t'}',\n\n\t\t'float when_lt(float x, float y) {',\n\t\t'    return min( max(1.0 - sign(x - y), 0.0), 1.0 );',\n\t\t'}',\n\n\t\t'float when_eq( float x, float y ) {',\n\t\t'    return 1.0 - abs( sign( x - y ) );',\n\t\t'}',\n\n\t\t'float when_ge(float x, float y) {',\n\t\t'  return 1.0 - when_lt(x, y);',\n\t\t'}',\n\n\t\t'float when_le(float x, float y) {',\n\t\t'  return 1.0 - when_gt(x, y);',\n\t\t'}',\n\n\t\t// Branch-avoiding logical operators\n\t\t// (to be used with above comparison fns)\n\t\t'float and(float a, float b) {',\n\t\t'    return a * b;',\n\t\t'}',\n\n\t\t'float or(float a, float b) {',\n\t\t'    return min(a + b, 1.0);',\n\t\t'}',\n\t].join( '\\n' ),\n\n\n\t// From:\n\t// - http://stackoverflow.com/a/12553149\n\t// - https://stackoverflow.com/questions/22895237/hexadecimal-to-rgb-values-in-webgl-shader\n\tunpackColor: [\n\t\t'vec3 unpackColor( in float hex ) {',\n\t\t'   vec3 c = vec3( 0.0 );',\n\n\t\t'   float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',\n\t\t'   float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',\n\t\t'   float b = mod( hex, PACKED_COLOR_SIZE );',\n\n\t\t'   c.r = r / PACKED_COLOR_DIVISOR;',\n\t\t'   c.g = g / PACKED_COLOR_DIVISOR;',\n\t\t'   c.b = b / PACKED_COLOR_DIVISOR;',\n\n\t\t'   return c;',\n\t\t'}',\n\t].join( '\\n' ),\n\n\tunpackRotationAxis: [\n\t\t'vec3 unpackRotationAxis( in float hex ) {',\n\t\t'   vec3 c = vec3( 0.0 );',\n\n\t\t'   float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',\n\t\t'   float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',\n\t\t'   float b = mod( hex, PACKED_COLOR_SIZE );',\n\n\t\t'   c.r = r / PACKED_COLOR_DIVISOR;',\n\t\t'   c.g = g / PACKED_COLOR_DIVISOR;',\n\t\t'   c.b = b / PACKED_COLOR_DIVISOR;',\n\n\t\t'   c *= vec3( 2.0 );',\n\t\t'   c -= vec3( 1.0 );',\n\n\t\t'   return c;',\n\t\t'}',\n\t].join( '\\n' ),\n\n\tfloatOverLifetime: [\n\t\t'float getFloatOverLifetime( in float positionInTime, in vec4 attr ) {',\n\t\t'    highp float value = 0.0;',\n\t\t'    float deltaAge = positionInTime * float( VALUE_OVER_LIFETIME_LENGTH - 1 );',\n\t\t'    float fIndex = 0.0;',\n\t\t'    float shouldApplyValue = 0.0;',\n\n\t\t// This might look a little odd, but it's faster in the testing I've done than using branches.\n\t\t// Uses basic maths to avoid branching.\n\t\t//\n\t\t// Take a look at the branch-avoidance functions defined above,\n\t\t// and be sure to check out The Orange Duck site where I got this\n\t\t// from (link above).\n\n\t\t// Fix for static emitters (age is always zero).\n\t\t'    value += attr[ 0 ] * when_eq( deltaAge, 0.0 );',\n\t\t'',\n\t\t'    for( int i = 0; i < VALUE_OVER_LIFETIME_LENGTH - 1; ++i ) {',\n\t\t'       fIndex = float( i );',\n\t\t'       shouldApplyValue = and( when_gt( deltaAge, fIndex ), when_le( deltaAge, fIndex + 1.0 ) );',\n\t\t'       value += shouldApplyValue * mix( attr[ i ], attr[ i + 1 ], deltaAge - fIndex );',\n\t\t'    }',\n\t\t'',\n\t\t'    return value;',\n\t\t'}',\n\t].join( '\\n' ),\n\n\tcolorOverLifetime: [\n\t\t'vec3 getColorOverLifetime( in float positionInTime, in vec3 color1, in vec3 color2, in vec3 color3, in vec3 color4 ) {',\n\t\t'    vec3 value = vec3( 0.0 );',\n\t\t'    value.x = getFloatOverLifetime( positionInTime, vec4( color1.x, color2.x, color3.x, color4.x ) );',\n\t\t'    value.y = getFloatOverLifetime( positionInTime, vec4( color1.y, color2.y, color3.y, color4.y ) );',\n\t\t'    value.z = getFloatOverLifetime( positionInTime, vec4( color1.z, color2.z, color3.z, color4.z ) );',\n\t\t'    return value;',\n\t\t'}',\n\t].join( '\\n' ),\n\n\tparamFetchingFunctions: [\n\t\t'float getAlive() {',\n\t\t'   return params.x;',\n\t\t'}',\n\n\t\t'float getAge() {',\n\t\t'   return params.y;',\n\t\t'}',\n\n\t\t'float getMaxAge() {',\n\t\t'   return params.z;',\n\t\t'}',\n\n\t\t'float getWiggle() {',\n\t\t'   return params.w;',\n\t\t'}',\n\t].join( '\\n' ),\n\n\tforceFetchingFunctions: [\n\t\t'vec4 getPosition( in float age ) {',\n\t\t'   return modelViewMatrix * vec4( position, 1.0 );',\n\t\t'}',\n\n\t\t'vec3 getVelocity( in float age ) {',\n\t\t'   return velocity * age;',\n\t\t'}',\n\n\t\t'vec3 getAcceleration( in float age ) {',\n\t\t'   return acceleration.xyz * age;',\n\t\t'}',\n\t].join( '\\n' ),\n\n\n\trotationFunctions: [\n\t\t// Huge thanks to:\n\t\t// - http://www.neilmendoza.com/glsl-rotation-about-an-arbitrary-axis/\n\t\t'#ifdef SHOULD_ROTATE_PARTICLES',\n\t\t'   mat4 getRotationMatrix( in vec3 axis, in float angle) {',\n\t\t'       axis = normalize(axis);',\n\t\t'       float s = sin(angle);',\n\t\t'       float c = cos(angle);',\n\t\t'       float oc = 1.0 - c;',\n\t\t'',\n\t\t'       return mat4(oc * axis.x * axis.x + c,           oc * axis.x * axis.y - axis.z * s,  oc * axis.z * axis.x + axis.y * s,  0.0,',\n\t\t'                   oc * axis.x * axis.y + axis.z * s,  oc * axis.y * axis.y + c,           oc * axis.y * axis.z - axis.x * s,  0.0,',\n\t\t'                   oc * axis.z * axis.x - axis.y * s,  oc * axis.y * axis.z + axis.x * s,  oc * axis.z * axis.z + c,           0.0,',\n\t\t'                   0.0,                                0.0,                                0.0,                                1.0);',\n\t\t'   }',\n\t\t'',\n\t\t'   vec3 getRotation( in vec3 pos, in float positionInTime ) {',\n\t\t'      if( rotation.y == 0.0 ) {',\n\t\t'           return pos;',\n\t\t'      }',\n\t\t'',\n\t\t'      vec3 axis = unpackRotationAxis( rotation.x );',\n\t\t'      vec3 center = rotationCenter;',\n\t\t'      vec3 translated;',\n\t\t'      mat4 rotationMatrix;',\n\n\t\t'      float angle = 0.0;',\n\t\t'      angle += when_eq( rotation.z, 0.0 ) * rotation.y;',\n\t\t'      angle += when_gt( rotation.z, 0.0 ) * mix( 0.0, rotation.y, positionInTime );',\n\t\t'      translated = rotationCenter - pos;',\n\t\t'      rotationMatrix = getRotationMatrix( axis, angle );',\n\t\t'      return center - vec3( rotationMatrix * vec4( translated, 0.0 ) );',\n\t\t'   }',\n\t\t'#endif',\n\t].join( '\\n' ),\n\n\n\t// Fragment chunks\n\trotateTexture: [\n\t\t'    vec2 vUv = vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );',\n\t\t'',\n\t\t'    #ifdef SHOULD_ROTATE_TEXTURE',\n\t\t'       float x = gl_PointCoord.x - 0.5;',\n\t\t'       float y = 1.0 - gl_PointCoord.y - 0.5;',\n\t\t'       float c = cos( -vAngle );',\n\t\t'       float s = sin( -vAngle );',\n\n\t\t'       vUv = vec2( c * x + s * y + 0.5, c * y - s * x + 0.5 );',\n\t\t'    #endif',\n\t\t'',\n\n\t\t// Spritesheets overwrite angle calculations.\n\t\t'    #ifdef SHOULD_CALCULATE_SPRITE',\n\t\t'        float framesX = vSpriteSheet.x;',\n\t\t'        float framesY = vSpriteSheet.y;',\n\t\t'        float columnNorm = vSpriteSheet.z;',\n\t\t'        float rowNorm = vSpriteSheet.w;',\n\n\t\t'        vUv.x = gl_PointCoord.x * framesX + columnNorm;',\n\t\t'        vUv.y = 1.0 - (gl_PointCoord.y * framesY + rowNorm);',\n\t\t'    #endif',\n\n\t\t'',\n\t\t'    vec4 rotatedTexture = texture2D( tex, vUv );',\n\t].join( '\\n' ),\n};","import * as THREE from 'three';\nimport shaderChunks from './shaderChunks';\n\nexport default {\n\tvertex: [\n\t\tshaderChunks.defines,\n\t\tshaderChunks.uniforms,\n\t\tshaderChunks.attributes,\n\t\tshaderChunks.varyings,\n\n\t\tTHREE.ShaderChunk.common,\n\t\tTHREE.ShaderChunk.logdepthbuf_pars_vertex,\n\t\tTHREE.ShaderChunk.fog_pars_vertex,\n\n\t\tshaderChunks.branchAvoidanceFunctions,\n\t\tshaderChunks.unpackColor,\n\t\tshaderChunks.unpackRotationAxis,\n\t\tshaderChunks.floatOverLifetime,\n\t\tshaderChunks.colorOverLifetime,\n\t\tshaderChunks.paramFetchingFunctions,\n\t\tshaderChunks.forceFetchingFunctions,\n\t\tshaderChunks.rotationFunctions,\n\n\t\t'void main() {',\n\n\t\t//\n\t\t// Setup...\n\t\t//\n\t\t'    highp float age = getAge();',\n\t\t'    highp float alive = getAlive();',\n\t\t'    highp float maxAge = getMaxAge();',\n\t\t'    highp float positionInTime = (age / maxAge);',\n\t\t'    highp float isAlive = when_gt( alive, 0.0 );',\n\n\t\t'    #ifdef SHOULD_WIGGLE_PARTICLES',\n\t\t'        float wiggleAmount = positionInTime * getWiggle();',\n\t\t'        float wiggleSin = isAlive * sin( wiggleAmount );',\n\t\t'        float wiggleCos = isAlive * cos( wiggleAmount );',\n\t\t'    #endif',\n\n\t\t//\n\t\t// Forces\n\t\t//\n\n\t\t// Get forces & position\n\t\t'    vec3 vel = getVelocity( age );',\n\t\t'    vec3 accel = getAcceleration( age );',\n\t\t'    vec3 force = vec3( 0.0 );',\n\t\t'    vec3 pos = vec3( position );',\n\n\t\t// Calculate the required drag to apply to the forces.\n\t\t'    float drag = 1.0 - (positionInTime * 0.5) * acceleration.w;',\n\n\t\t// Integrate forces...\n\t\t'    force += vel;',\n\t\t'    force *= drag;',\n\t\t'    force += accel * age;',\n\t\t'    pos += force;',\n\n\n\t\t// Wiggly wiggly wiggle!\n\t\t'    #ifdef SHOULD_WIGGLE_PARTICLES',\n\t\t'        pos.x += wiggleSin;',\n\t\t'        pos.y += wiggleCos;',\n\t\t'        pos.z += wiggleSin;',\n\t\t'    #endif',\n\n\n\t\t// Rotate the emitter around it's central point\n\t\t'    #ifdef SHOULD_ROTATE_PARTICLES',\n\t\t'        pos = getRotation( pos, positionInTime );',\n\t\t'    #endif',\n\n\t\t// Convert pos to a world-space value\n\t\t'    vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );',\n\n\t\t// Determine point size.\n\t\t'    highp float pointSize = getFloatOverLifetime( positionInTime, size ) * isAlive;',\n\n\t\t// Determine perspective\n\t\t'    #ifdef HAS_PERSPECTIVE',\n\t\t'        float perspective = scale / length( mvPosition.xyz );',\n\t\t'    #else',\n\t\t'        float perspective = 1.0;',\n\t\t'    #endif',\n\n\t\t// Apply perpective to pointSize value\n\t\t'    float pointSizePerspective = pointSize * perspective;',\n\n\n\t\t//\n\t\t// Appearance\n\t\t//\n\n\t\t// Determine color and opacity for this particle\n\t\t'    #ifdef COLORIZE',\n\t\t'       vec3 c = isAlive * getColorOverLifetime(',\n\t\t'           positionInTime,',\n\t\t'           unpackColor( color.x ),',\n\t\t'           unpackColor( color.y ),',\n\t\t'           unpackColor( color.z ),',\n\t\t'           unpackColor( color.w )',\n\t\t'       );',\n\t\t'    #else',\n\t\t'       vec3 c = vec3(1.0);',\n\t\t'    #endif',\n\n\t\t'    float o = isAlive * getFloatOverLifetime( positionInTime, opacity );',\n\n\t\t// Assign color to vColor varying.\n\t\t'    vColor = vec4( c, o );',\n\n\t\t// Determine angle\n\t\t'    #ifdef SHOULD_ROTATE_TEXTURE',\n\t\t'        vAngle = isAlive * getFloatOverLifetime( positionInTime, angle );',\n\t\t'    #endif',\n\n\t\t// If this particle is using a sprite-sheet as a texture, we'll have to figure out\n\t\t// what frame of the texture the particle is using at it's current position in time.\n\t\t'    #ifdef SHOULD_CALCULATE_SPRITE',\n\t\t'        float framesX = textureAnimation.x;',\n\t\t'        float framesY = textureAnimation.y;',\n\t\t'        float loopCount = textureAnimation.w;',\n\t\t'        float totalFrames = textureAnimation.z;',\n\t\t'        float frameNumber = mod( (positionInTime * loopCount) * totalFrames, totalFrames );',\n\n\t\t'        float column = floor(mod( frameNumber, framesX ));',\n\t\t'        float row = floor( (frameNumber - column) / framesX );',\n\n\t\t'        float columnNorm = column / framesX;',\n\t\t'        float rowNorm = row / framesY;',\n\n\t\t'        vSpriteSheet.x = 1.0 / framesX;',\n\t\t'        vSpriteSheet.y = 1.0 / framesY;',\n\t\t'        vSpriteSheet.z = columnNorm;',\n\t\t'        vSpriteSheet.w = rowNorm;',\n\t\t'    #endif',\n\n\t\t//\n\t\t// Write values\n\t\t//\n\n\t\t// Set PointSize according to size at current point in time.\n\t\t'    gl_PointSize = pointSizePerspective;',\n\t\t'    gl_Position = projectionMatrix * mvPosition;',\n\n\t\tTHREE.ShaderChunk.logdepthbuf_vertex,\n\t\tTHREE.ShaderChunk.fog_vertex,\n\n\t\t'}',\n\t].join( '\\n' ),\n\n\tfragment: [\n\t\tshaderChunks.uniforms,\n\n\t\tTHREE.ShaderChunk.common,\n\t\tTHREE.ShaderChunk.fog_pars_fragment,\n\t\tTHREE.ShaderChunk.logdepthbuf_pars_fragment,\n\n\t\tshaderChunks.varyings,\n\n\t\tshaderChunks.branchAvoidanceFunctions,\n\n\t\t'void main() {',\n\t\t'    vec3 outgoingLight = vColor.xyz;',\n\t\t'    ',\n\t\t'    #ifdef ALPHATEST',\n\t\t'       if ( vColor.w < float(ALPHATEST) ) discard;',\n\t\t'    #endif',\n\n\t\tshaderChunks.rotateTexture,\n\n\t\tTHREE.ShaderChunk.logdepthbuf_fragment,\n\n\t\t'    outgoingLight = vColor.xyz * rotatedTexture.xyz;',\n\t\t'    gl_FragColor = vec4( outgoingLight.xyz, rotatedTexture.w * vColor.w );',\n\n\t\tTHREE.ShaderChunk.fog_fragment,\n\n\t\t'}',\n\t].join( '\\n' ),\n};\n","/**\n * A map of supported distribution types used\n * by SPE.Emitter instances.\n *\n * These distribution types can be applied to\n * an emitter globally, which will affect the\n * `position`, `velocity`, and `acceleration`\n * value calculations for an emitter, or they\n * can be applied on a per-property basis.\n *\n * @enum {Number}\n */\nexport default {\n\n\t/**\n\t * Values will be distributed within a box.\n\t * @type {Number}\n\t */\n\tBOX: 1,\n\n\t/**\n\t * Values will be distributed on a sphere.\n\t * @type {Number}\n\t */\n\tSPHERE: 2,\n\n\t/**\n\t * Values will be distributed on a 2d-disc shape.\n\t * @type {Number}\n\t */\n\tDISC: 3,\n\n\t/**\n\t * Values will be distributed along a line.\n\t * @type {Number}\n\t */\n\tLINE: 4,\n};","import * as THREE from 'three';\nimport valueTypes from '@/constants/valueTypes';\nimport distributions from '@/constants/distributions';\nimport globals from '@/constants/globals';\nimport utils from './utils';\n\nconst HAS_OWN = Object.prototype.hasOwnProperty;\n\n/**\n * An SPE.Emitter instance.\n * @typedef {Object} Emitter\n * @see SPE.Emitter\n */\n\n/**\n * A map of options to configure an SPE.Emitter instance.\n *\n * @typedef {Object} EmitterOptions\n *\n * @property {distribution} [type=BOX] The default distribution this emitter should use to control\n *                         its particle's spawn position and force behaviour.\n *                         Must be an distributions.* value.\n *\n *\n * @property {Number} [particleCount=100] The total number of particles this emitter will hold. NOTE: this is not the number\n *                                  of particles emitted in a second, or anything like that. The number of particles\n *                                  emitted per-second is calculated by particleCount / maxAge (approximately!)\n *\n * @property {Number|null} [duration=null] The duration in seconds that this emitter should live for. If not specified, the emitter\n *                                         will emit particles indefinitely.\n *                                         NOTE: When an emitter is older than a specified duration, the emitter is NOT removed from\n *                                         it's group, but rather is just marked as dead, allowing it to be reanimated at a later time\n *                                         using `SPE.Emitter.prototype.enable()`.\n *\n * @property {Boolean} [isStatic=false] Whether this emitter should be not be simulated (true).\n * @property {Boolean} [activeMultiplier=1] A value between 0 and 1 describing what percentage of this emitter's particlesPerSecond should be\n *                                          emitted, where 0 is 0%, and 1 is 100%.\n *                                          For example, having an emitter with 100 particles, a maxAge of 2, yields a particlesPerSecond\n *                                          value of 50. Setting `activeMultiplier` to 0.5, then, will only emit 25 particles per second (0.5 = 50%).\n *                                          Values greater than 1 will emulate a burst of particles, causing the emitter to run out of particles\n *                                          before it's next activation cycle.\n *\n * @property {Boolean} [direction=1] The direction of the emitter. If value is `1`, emitter will start at beginning of particle's lifecycle.\n *                                   If value is `-1`, emitter will start at end of particle's lifecycle and work it's way backwards.\n *\n * @property {Object} [maxAge={}] An object describing the particle's maximum age in seconds.\n * @property {Number} [maxAge.value=2] A number between 0 and 1 describing the amount of maxAge to apply to all particles.\n * @property {Number} [maxAge.spread=0] A number describing the maxAge variance on a per-particle basis.\n *\n *\n * @property {Object} [position={}] An object describing this emitter's position.\n * @property {Object} [position.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base position.\n * @property {Object} [position.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's position variance on a per-particle basis.\n *                                                          Note that when using a SPHERE or DISC distribution, only the x-component\n *                                                          of this vector is used.\n *                                                          When using a LINE distribution, this value is the endpoint of the LINE.\n * @property {Object} [position.spreadClamp=new THREE.Vector3()] A THREE.Vector3 instance describing the numeric multiples the particle's should\n *                                                               be spread out over.\n *                                                               Note that when using a SPHERE or DISC distribution, only the x-component\n *                                                               of this vector is used.\n *                                                               When using a LINE distribution, this property is ignored.\n * @property {Number} [position.radius=10] This emitter's base radius.\n * @property {Object} [position.radiusScale=new THREE.Vector3()] A THREE.Vector3 instance describing the radius's scale in all three axes. Allows a SPHERE or DISC to be squashed or stretched.\n * @property {distribution} [position.distribution=value of the `type` option.] A specific distribution to use when radiusing particles. Overrides the `type` option.\n * @property {Boolean} [position.randomise=false] When a particle is re-spawned, whether it's position should be re-randomised or not. Can incur a performance hit.\n *\n *\n * @property {Object} [velocity={}] An object describing this particle velocity.\n * @property {Object} [velocity.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base velocity.\n * @property {Object} [velocity.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's velocity variance on a per-particle basis.\n *                                                          Note that when using a SPHERE or DISC distribution, only the x-component\n *                                                          of this vector is used.\n * @property {distribution} [velocity.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's velocity. Overrides the `type` option.\n * @property {Boolean} [velocity.randomise=false] When a particle is re-spawned, whether it's velocity should be re-randomised or not. Can incur a performance hit.\n *\n *\n * @property {Object} [acceleration={}] An object describing this particle's acceleration.\n * @property {Object} [acceleration.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base acceleration.\n * @property {Object} [acceleration.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's acceleration variance on a per-particle basis.\n *                           Note that when using a SPHERE or DISC distribution, only the x-component\n *                           of this vector is used.\n * @property {distribution} [acceleration.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's acceleration. Overrides the `type` option.\n * @property {Boolean} [acceleration.randomise=false] When a particle is re-spawned, whether it's acceleration should be re-randomised or not. Can incur a performance hit.\n *\n *\n * @property {Object} [drag={}] An object describing this particle drag. Drag is applied to both velocity and acceleration values.\n * @property {Number} [drag.value=0] A number between 0 and 1 describing the amount of drag to apply to all particles.\n * @property {Number} [drag.spread=0] A number describing the drag variance on a per-particle basis.\n * @property {Boolean} [drag.randomise=false] When a particle is re-spawned, whether it's drag should be re-randomised or not. Can incur a performance hit.\n *\n *\n * @property {Object} [wiggle={}] This is quite a fun one! The values of this object will determine whether a particle will wiggle, or jiggle, or wave,\n *                                or shimmy, or waggle, or... Well you get the idea. The wiggle is calculated over-time, meaning that a particle will\n *                                start off with no wiggle, and end up wiggling about with the distance of the `value` specified by the time it dies.\n *                                It's quite handy to simulate fire embers, or similar effects where the particle's position should slightly change over\n *                                time, and such change isn't easily controlled by rotation, velocity, or acceleration. The wiggle is a combination of sin and cos calculations, so is circular in nature.\n * @property {Number} [wiggle.value=0] A number describing the amount of wiggle to apply to all particles. It's measured in distance.\n * @property {Number} [wiggle.spread=0] A number describing the wiggle variance on a per-particle basis.\n *\n *\n * @property {Object} [rotation={}] An object describing this emitter's rotation. It can either be static, or set to rotate from 0radians to the value of `rotation.value`\n *                                  over a particle's lifetime. Rotation values affect both a particle's position and the forces applied to it.\n * @property {Object} [rotation.axis=new THREE.Vector3(0, 1, 0)] A THREE.Vector3 instance describing this emitter's axis of rotation.\n * @property {Object} [rotation.axisSpread=new THREE.Vector3()] A THREE.Vector3 instance describing the amount of variance to apply to the axis of rotation on\n *                                                              a per-particle basis.\n * @property {Number} [rotation.angle=0] The angle of rotation, given in radians. If `rotation.static` is true, the emitter will start off rotated at this angle, and stay as such.\n *                                       Otherwise, the particles will rotate from 0radians to this value over their lifetimes.\n * @property {Number} [rotation.angleSpread=0] The amount of variance in each particle's rotation angle.\n * @property {Boolean} [rotation.static=false] Whether the rotation should be static or not.\n * @property {Object} [rotation.center=The value of `position.value`] A THREE.Vector3 instance describing the center point of rotation.\n * @property {Boolean} [rotation.randomise=false] When a particle is re-spawned, whether it's rotation should be re-randomised or not. Can incur a performance hit.\n *\n *\n * @property {Object} [color={}] An object describing a particle's color. This property is a \"value-over-lifetime\" property, meaning an array of values and spreads can be\n *                               given to describe specific value changes over a particle's lifetime.\n *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of THREE.Color instances are given, then the array will be interpolated to\n *                               have a length matching the value of SPE.valueOverLifetimeLength.\n * @property {Object} [color.value=new THREE.Color()] Either a single THREE.Color instance, or an array of THREE.Color instances to describe the color of a particle over it's lifetime.\n * @property {Object} [color.spread=new THREE.Vector3()] Either a single THREE.Vector3 instance, or an array of THREE.Vector3 instances to describe the color variance of a particle over it's lifetime.\n * @property {Boolean} [color.randomise=false] When a particle is re-spawned, whether it's color should be re-randomised or not. Can incur a performance hit.\n *\n *\n * @property {Object} [opacity={}] An object describing a particle's opacity. This property is a \"value-over-lifetime\" property, meaning an array of values and spreads can be\n *                               given to describe specific value changes over a particle's lifetime.\n *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to\n *                               have a length matching the value of SPE.valueOverLifetimeLength.\n * @property {Number} [opacity.value=1] Either a single number, or an array of numbers to describe the opacity of a particle over it's lifetime.\n * @property {Number} [opacity.spread=0] Either a single number, or an array of numbers to describe the opacity variance of a particle over it's lifetime.\n * @property {Boolean} [opacity.randomise=false] When a particle is re-spawned, whether it's opacity should be re-randomised or not. Can incur a performance hit.\n *\n *\n * @property {Object} [size={}] An object describing a particle's size. This property is a \"value-over-lifetime\" property, meaning an array of values and spreads can be\n *                               given to describe specific value changes over a particle's lifetime.\n *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to\n *                               have a length matching the value of SPE.valueOverLifetimeLength.\n * @property {Number} [size.value=1] Either a single number, or an array of numbers to describe the size of a particle over it's lifetime.\n * @property {Number} [size.spread=0] Either a single number, or an array of numbers to describe the size variance of a particle over it's lifetime.\n * @property {Boolean} [size.randomise=false] When a particle is re-spawned, whether it's size should be re-randomised or not. Can incur a performance hit.\n *\n *\n * @property {Object} [angle={}] An object describing a particle's angle. The angle is a 2d-rotation, measured in radians, applied to the particle's texture.\n *                               NOTE: if a particle's texture is a sprite-sheet, this value IS IGNORED.\n *                               This property is a \"value-over-lifetime\" property, meaning an array of values and spreads can be\n *                               given to describe specific value changes over a particle's lifetime.\n *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to\n *                               have a length matching the value of SPE.valueOverLifetimeLength.\n * @property {Number} [angle.value=0] Either a single number, or an array of numbers to describe the angle of a particle over it's lifetime.\n * @property {Number} [angle.spread=0] Either a single number, or an array of numbers to describe the angle variance of a particle over it's lifetime.\n * @property {Boolean} [angle.randomise=false] When a particle is re-spawned, whether it's angle should be re-randomised or not. Can incur a performance hit.\n *\n */\n\n/**\n * The SPE.Emitter class.\n *\n * @constructor\n *\n * @param {EmitterOptions} options A map of options to configure the emitter.\n */\nexport default class Emitter {\n\tconstructor( opts ) {\n\t\t// Ensure we have a map of options to play with,\n\t\t// and that each option is in the correct format.\n\t\tconst options = utils.ensureTypedArg( opts, valueTypes.OBJECT, {} );\n\t\toptions.position = utils.ensureTypedArg( options.position, valueTypes.OBJECT, {} );\n\t\toptions.velocity = utils.ensureTypedArg( options.velocity, valueTypes.OBJECT, {} );\n\t\toptions.acceleration = utils.ensureTypedArg( options.acceleration, valueTypes.OBJECT, {} );\n\t\toptions.radius = utils.ensureTypedArg( options.radius, valueTypes.OBJECT, {} );\n\t\toptions.drag = utils.ensureTypedArg( options.drag, valueTypes.OBJECT, {} );\n\t\toptions.rotation = utils.ensureTypedArg( options.rotation, valueTypes.OBJECT, {} );\n\t\toptions.color = utils.ensureTypedArg( options.color, valueTypes.OBJECT, {} );\n\t\toptions.opacity = utils.ensureTypedArg( options.opacity, valueTypes.OBJECT, {} );\n\t\toptions.size = utils.ensureTypedArg( options.size, valueTypes.OBJECT, {} );\n\t\toptions.angle = utils.ensureTypedArg( options.angle, valueTypes.OBJECT, {} );\n\t\toptions.wiggle = utils.ensureTypedArg( options.wiggle, valueTypes.OBJECT, {} );\n\t\toptions.maxAge = utils.ensureTypedArg( options.maxAge, valueTypes.OBJECT, {} );\n\n\t\tif ( options.onParticleSpawn ) {\n\t\t\tconsole.warn( 'onParticleSpawn has been removed. Please set properties directly to alter values at runtime.' );\n\t\t}\n\n\t\tthis.uuid = THREE.Math.generateUUID();\n\n\t\tthis.type = utils.ensureTypedArg( options.type, valueTypes.NUMBER, distributions.BOX );\n\n\t\t// Start assigning properties...kicking it off with props that DON'T support values over\n\t\t// lifetimes.\n\t\t//\n\t\t// Btw, values over lifetimes are just the new way of referring to *Start, *Middle, and *End.\n\t\tthis.position = {\n\t\t\t_value: utils.ensureInstanceOf( options.position.value, THREE.Vector3, new THREE.Vector3() ),\n\t\t\t_spread: utils.ensureInstanceOf( options.position.spread, THREE.Vector3, new THREE.Vector3() ),\n\t\t\t_spreadClamp: utils.ensureInstanceOf( options.position.spreadClamp, THREE.Vector3, new THREE.Vector3() ),\n\t\t\t_distribution: utils.ensureTypedArg( options.position.distribution, valueTypes.NUMBER, this.type ),\n\t\t\t_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),\n\t\t\t_radius: utils.ensureTypedArg( options.position.radius, valueTypes.NUMBER, 10 ),\n\t\t\t_radiusScale: utils.ensureInstanceOf( options.position.radiusScale, THREE.Vector3, new THREE.Vector3( 1, 1, 1 ) ),\n\t\t\t_distributionClamp: utils.ensureTypedArg( options.position.distributionClamp, valueTypes.NUMBER, 0 ),\n\t\t};\n\n\t\tthis.velocity = {\n\t\t\t_value: utils.ensureInstanceOf( options.velocity.value, THREE.Vector3, new THREE.Vector3() ),\n\t\t\t_spread: utils.ensureInstanceOf( options.velocity.spread, THREE.Vector3, new THREE.Vector3() ),\n\t\t\t_distribution: utils.ensureTypedArg( options.velocity.distribution, valueTypes.NUMBER, this.type ),\n\t\t\t_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),\n\t\t};\n\n\t\tthis.acceleration = {\n\t\t\t_value: utils.ensureInstanceOf( options.acceleration.value, THREE.Vector3, new THREE.Vector3() ),\n\t\t\t_spread: utils.ensureInstanceOf( options.acceleration.spread, THREE.Vector3, new THREE.Vector3() ),\n\t\t\t_distribution: utils.ensureTypedArg( options.acceleration.distribution, valueTypes.NUMBER, this.type ),\n\t\t\t_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),\n\t\t};\n\n\t\tthis.drag = {\n\t\t\t_value: utils.ensureTypedArg( options.drag.value, valueTypes.NUMBER, 0 ),\n\t\t\t_spread: utils.ensureTypedArg( options.drag.spread, valueTypes.NUMBER, 0 ),\n\t\t\t_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),\n\t\t};\n\n\t\tthis.wiggle = {\n\t\t\t_value: utils.ensureTypedArg( options.wiggle.value, valueTypes.NUMBER, 0 ),\n\t\t\t_spread: utils.ensureTypedArg( options.wiggle.spread, valueTypes.NUMBER, 0 ),\n\t\t};\n\n\t\tthis.rotation = {\n\t\t\t_axis: utils.ensureInstanceOf( options.rotation.axis, THREE.Vector3, new THREE.Vector3( 0.0, 1.0, 0.0 ) ),\n\t\t\t_axisSpread: utils.ensureInstanceOf( options.rotation.axisSpread, THREE.Vector3, new THREE.Vector3() ),\n\t\t\t_angle: utils.ensureTypedArg( options.rotation.angle, valueTypes.NUMBER, 0 ),\n\t\t\t_angleSpread: utils.ensureTypedArg( options.rotation.angleSpread, valueTypes.NUMBER, 0 ),\n\t\t\t_static: utils.ensureTypedArg( options.rotation.static, valueTypes.BOOLEAN, false ),\n\t\t\t_center: utils.ensureInstanceOf( options.rotation.center, THREE.Vector3, this.position._value.clone() ),\n\t\t\t_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),\n\t\t};\n\n\n\t\tthis.maxAge = {\n\t\t\t_value: utils.ensureTypedArg( options.maxAge.value, valueTypes.NUMBER, 2 ),\n\t\t\t_spread: utils.ensureTypedArg( options.maxAge.spread, valueTypes.NUMBER, 0 ),\n\t\t};\n\n\n\n\t\t// The following properties can support either single values, or an array of values that change\n\t\t// the property over a particle's lifetime (value over lifetime).\n\t\tthis.color = {\n\t\t\t_value: utils.ensureArrayInstanceOf( options.color.value, THREE.Color, new THREE.Color() ),\n\t\t\t_spread: utils.ensureArrayInstanceOf( options.color.spread, THREE.Vector3, new THREE.Vector3() ),\n\t\t\t_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),\n\t\t};\n\n\t\tthis.opacity = {\n\t\t\t_value: utils.ensureArrayTypedArg( options.opacity.value, valueTypes.NUMBER, 1 ),\n\t\t\t_spread: utils.ensureArrayTypedArg( options.opacity.spread, valueTypes.NUMBER, 0 ),\n\t\t\t_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),\n\t\t};\n\n\t\tthis.size = {\n\t\t\t_value: utils.ensureArrayTypedArg( options.size.value, valueTypes.NUMBER, 1 ),\n\t\t\t_spread: utils.ensureArrayTypedArg( options.size.spread, valueTypes.NUMBER, 0 ),\n\t\t\t_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),\n\t\t};\n\n\t\tthis.angle = {\n\t\t\t_value: utils.ensureArrayTypedArg( options.angle.value, valueTypes.NUMBER, 0 ),\n\t\t\t_spread: utils.ensureArrayTypedArg( options.angle.spread, valueTypes.NUMBER, 0 ),\n\t\t\t_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),\n\t\t};\n\n\n\t\t// Assign renaining option values.\n\t\tthis.particleCount = utils.ensureTypedArg( options.particleCount, valueTypes.NUMBER, 100 );\n\t\tthis.duration = utils.ensureTypedArg( options.duration, valueTypes.NUMBER, null );\n\t\tthis.isStatic = utils.ensureTypedArg( options.isStatic, valueTypes.BOOLEAN, false );\n\t\tthis.activeMultiplier = utils.ensureTypedArg( options.activeMultiplier, valueTypes.NUMBER, 1 );\n\t\tthis.direction = utils.ensureTypedArg( options.direction, valueTypes.NUMBER, 1 );\n\n\t\t// Whether this emitter is alive or not.\n\t\tthis.alive = utils.ensureTypedArg( options.alive, valueTypes.BOOLEAN, true );\n\n\n\t\t// The following properties are set internally and are not\n\t\t// user-controllable.\n\t\tthis.particlesPerSecond = 0;\n\n\t\t// The current particle index for which particles should\n\t\t// be marked as active on the next update cycle.\n\t\tthis.activationIndex = 0;\n\n\t\t// The offset in the typed arrays this emitter's\n\t\t// particle's values will start at\n\t\tthis.attributeOffset = 0;\n\n\t\t// The end of the range in the attribute buffers\n\t\tthis.attributeEnd = 0;\n\n\n\n\t\t// Holds the time the emitter has been alive for.\n\t\tthis.age = 0.0;\n\n\t\t// Holds the number of currently-alive particles\n\t\tthis.activeParticleCount = 0.0;\n\n\t\t// Holds a reference to this emitter's group once\n\t\t// it's added to one.\n\t\tthis.group = null;\n\n\t\t// Holds a reference to this emitter's group's attributes object\n\t\t// for easier access.\n\t\tthis.attributes = null;\n\n\t\t// Holds a reference to the params attribute's typed array\n\t\t// for quicker access.\n\t\tthis.paramsArray = null;\n\n\t\t// A set of flags to determine whether particular properties\n\t\t// should be re-randomised when a particle is reset.\n\t\t//\n\t\t// If a `randomise` property is given, this is preferred.\n\t\t// Otherwise, it looks at whether a spread value has been\n\t\t// given.\n\t\t//\n\t\t// It allows randomization to be turned off as desired. If\n\t\t// all randomization is turned off, then I'd expect a performance\n\t\t// boost as no attribute buffers (excluding the `params`)\n\t\t// would have to be re-passed to the GPU each frame (since nothing\n\t\t// except the `params` attribute would have changed).\n\t\tthis.resetFlags = {\n\t\t\t// params: utils.ensureTypedArg( options.maxAge.randomise, valueTypes.BOOLEAN, !!options.maxAge.spread ) ||\n\t\t\t//     utils.ensureTypedArg( options.wiggle.randomise, valueTypes.BOOLEAN, !!options.wiggle.spread ),\n\t\t\tposition: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ) ||\n\t\t\t\tutils.ensureTypedArg( options.radius.randomise, valueTypes.BOOLEAN, false ),\n\t\t\tvelocity: utils.ensureTypedArg( options.velocity.randomise, valueTypes.BOOLEAN, false ),\n\t\t\tacceleration: utils.ensureTypedArg( options.acceleration.randomise, valueTypes.BOOLEAN, false ) ||\n\t\t\t\tutils.ensureTypedArg( options.drag.randomise, valueTypes.BOOLEAN, false ),\n\t\t\trotation: utils.ensureTypedArg( options.rotation.randomise, valueTypes.BOOLEAN, false ),\n\t\t\trotationCenter: utils.ensureTypedArg( options.rotation.randomise, valueTypes.BOOLEAN, false ),\n\t\t\tsize: utils.ensureTypedArg( options.size.randomise, valueTypes.BOOLEAN, false ),\n\t\t\tcolor: utils.ensureTypedArg( options.color.randomise, valueTypes.BOOLEAN, false ),\n\t\t\topacity: utils.ensureTypedArg( options.opacity.randomise, valueTypes.BOOLEAN, false ),\n\t\t\tangle: utils.ensureTypedArg( options.angle.randomise, valueTypes.BOOLEAN, false ),\n\t\t};\n\n\t\tthis.updateFlags = {};\n\t\tthis.updateCounts = {};\n\n\t\t// A map to indicate which emitter parameters should update\n\t\t// which attribute.\n\t\tthis.updateMap = {\n\t\t\tmaxAge: 'params',\n\t\t\tposition: 'position',\n\t\t\tvelocity: 'velocity',\n\t\t\tacceleration: 'acceleration',\n\t\t\tdrag: 'acceleration',\n\t\t\twiggle: 'params',\n\t\t\trotation: 'rotation',\n\t\t\tsize: 'size',\n\t\t\tcolor: 'color',\n\t\t\topacity: 'opacity',\n\t\t\tangle: 'angle',\n\t\t};\n\n\t\tfor ( const i in this.updateMap ) {\n\t\t\tif ( HAS_OWN.call( this.updateMap, i ) ) {\n\t\t\t\tthis.updateCounts[ this.updateMap[ i ] ] = 0.0;\n\t\t\t\tthis.updateFlags[ this.updateMap[ i ] ] = false;\n\t\t\t\tthis._createGetterSetters( this[ i ], i );\n\t\t\t}\n\t\t}\n\n\t\tthis.bufferUpdateRanges = {};\n\t\tthis.attributeKeys = null;\n\t\tthis.attributeCount = 0;\n\n\n\t\t// Ensure that the value-over-lifetime property objects above\n\t\t// have value and spread properties that are of the same length.\n\t\t//\n\t\t// Also, for now, make sure they have a length of 3 (min/max arguments here).\n\t\tutils.ensureValueOverLifetimeCompliance( this.color, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );\n\t\tutils.ensureValueOverLifetimeCompliance( this.opacity, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );\n\t\tutils.ensureValueOverLifetimeCompliance( this.size, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );\n\t\tutils.ensureValueOverLifetimeCompliance( this.angle, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );\n\t}\n\n\t_createGetterSetters( propObj, propName ) {\n\t\tconst self = this;\n\n\t\tfor ( const i in propObj ) {\n\t\t\tif ( HAS_OWN.call( propObj, i ) ) {\n\n\t\t\t\tconst name = i.replace( '_', '' );\n\n\t\t\t\tObject.defineProperty( propObj, name, {\n\t\t\t\t\tget: ( function( prop ) {\n\t\t\t\t\t\treturn function() {\n\t\t\t\t\t\t\treturn this[ prop ];\n\t\t\t\t\t\t};\n\t\t\t\t\t}( i ) ),\n\n\t\t\t\t\tset: ( function( prop ) {\n\t\t\t\t\t\treturn function( value ) {\n\t\t\t\t\t\t\tconst mapName = self.updateMap[ propName ],\n\t\t\t\t\t\t\t\tprevValue = this[ prop ],\n\t\t\t\t\t\t\t\tlength = globals.valueOverLifetimeLength;\n\n\t\t\t\t\t\t\tif ( prop === '_rotationCenter' ) {\n\t\t\t\t\t\t\t\tself.updateFlags.rotationCenter = true;\n\t\t\t\t\t\t\t\tself.updateCounts.rotationCenter = 0.0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if ( prop === '_randomise' ) {\n\t\t\t\t\t\t\t\tself.resetFlags[ mapName ] = value;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse {\n\t\t\t\t\t\t\t\tself.updateFlags[ mapName ] = true;\n\t\t\t\t\t\t\t\tself.updateCounts[ mapName ] = 0.0;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tself.group._updateDefines();\n\n\t\t\t\t\t\t\tthis[ prop ] = value;\n\n\t\t\t\t\t\t\t// If the previous value was an array, then make\n\t\t\t\t\t\t\t// sure the provided value is interpolated correctly.\n\t\t\t\t\t\t\tif ( Array.isArray( prevValue ) ) {\n\t\t\t\t\t\t\t\tutils.ensureValueOverLifetimeCompliance( self[ propName ], length, length );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t};\n\t\t\t\t\t}( i ) ),\n\t\t\t\t} );\n\t\t\t}\n\t\t}\n\t}\n\n\t_setBufferUpdateRanges( keys ) {\n\t\tthis.attributeKeys = keys;\n\t\tthis.attributeCount = keys.length;\n\n\t\tfor ( let i = this.attributeCount - 1; i >= 0; --i ) {\n\t\t\tthis.bufferUpdateRanges[ keys[ i ] ] = {\n\t\t\t\tmin: Number.POSITIVE_INFINITY,\n\t\t\t\tmax: Number.NEGATIVE_INFINITY,\n\t\t\t};\n\t\t}\n\t}\n\n\t_calculatePPSValue( groupMaxAge ) {\n\t\tconst particleCount = this.particleCount;\n\n\t\t// Calculate the `particlesPerSecond` value for this emitter. It's used\n\t\t// when determining which particles should die and which should live to\n\t\t// see another day. Or be born, for that matter. The \"God\" property.\n\t\tif ( this.duration ) {\n\t\t\tthis.particlesPerSecond = particleCount / ( groupMaxAge < this.duration ? groupMaxAge : this.duration );\n\t\t}\n\t\telse {\n\t\t\tthis.particlesPerSecond = particleCount / groupMaxAge;\n\t\t}\n\t}\n\n\t_setAttributeOffset( startIndex ) {\n\t\tthis.attributeOffset = startIndex;\n\t\tthis.activationIndex = startIndex;\n\t\tthis.activationEnd = startIndex + this.particleCount;\n\t}\n\n\n\t_assignValue( prop, index ) {\n\t\tswitch ( prop ) {\n\t\t\tcase 'position':\n\t\t\t\tthis._assignPositionValue( index );\n\t\t\t\tbreak;\n\n\t\t\tcase 'velocity':\n\t\t\tcase 'acceleration':\n\t\t\t\tthis._assignForceValue( index, prop );\n\t\t\t\tbreak;\n\n\t\t\tcase 'size':\n\t\t\tcase 'opacity':\n\t\t\t\tthis._assignAbsLifetimeValue( index, prop );\n\t\t\t\tbreak;\n\n\t\t\tcase 'angle':\n\t\t\t\tthis._assignAngleValue( index );\n\t\t\t\tbreak;\n\n\t\t\tcase 'params':\n\t\t\t\tthis._assignParamsValue( index );\n\t\t\t\tbreak;\n\n\t\t\tcase 'rotation':\n\t\t\t\tthis._assignRotationValue( index );\n\t\t\t\tbreak;\n\n\t\t\tcase 'color':\n\t\t\t\tthis._assignColorValue( index );\n\t\t\t\tbreak;\n\t\t}\n\t}\n\n\t_assignPositionValue( index ) {\n\t\tconst prop = this.position,\n\t\t\tattr = this.attributes.position,\n\t\t\tvalue = prop._value,\n\t\t\tspread = prop._spread,\n\t\t\tdistribution = prop._distribution;\n\n\t\tswitch ( distribution ) {\n\t\t\tcase distributions.BOX:\n\t\t\t\tutils.randomVector3( attr, index, value, spread, prop._spreadClamp );\n\t\t\t\tbreak;\n\n\t\t\tcase distributions.SPHERE:\n\t\t\t\tutils.randomVector3OnSphere( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x, prop._distributionClamp || this.particleCount );\n\t\t\t\tbreak;\n\n\t\t\tcase distributions.DISC:\n\t\t\t\tutils.randomVector3OnDisc( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x );\n\t\t\t\tbreak;\n\n\t\t\tcase distributions.LINE:\n\t\t\t\tutils.randomVector3OnLine( attr, index, value, spread );\n\t\t\t\tbreak;\n\t\t}\n\t}\n\n\t_assignForceValue( index, attrName ) {\n\t\tconst prop = this[ attrName ],\n\t\t\tvalue = prop._value,\n\t\t\tspread = prop._spread,\n\t\t\tdistribution = prop._distribution;\n\t\tlet pos,\n\t\t\tpositionX,\n\t\t\tpositionY,\n\t\t\tpositionZ,\n\t\t\ti;\n\n\t\tswitch ( distribution ) {\n\t\t\tcase distributions.BOX:\n\t\t\t\tutils.randomVector3( this.attributes[ attrName ], index, value, spread );\n\t\t\t\tbreak;\n\n\t\t\tcase distributions.SPHERE:\n\t\t\t\tpos = this.attributes.position.typedArray.array;\n\t\t\t\ti = index * 3;\n\n\t\t\t\t// Ensure position values aren't zero, otherwise no force will be\n\t\t\t\t// applied.\n\t\t\t\t// positionX = utils.zeroToEpsilon( pos[ i ], true );\n\t\t\t\t// positionY = utils.zeroToEpsilon( pos[ i + 1 ], true );\n\t\t\t\t// positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );\n\t\t\t\tpositionX = pos[ i ];\n\t\t\t\tpositionY = pos[ i + 1 ];\n\t\t\t\tpositionZ = pos[ i + 2 ];\n\n\t\t\t\tutils.randomDirectionVector3OnSphere(\n\t\t\t\t\tthis.attributes[ attrName ], index,\n\t\t\t\t\tpositionX, positionY, positionZ,\n\t\t\t\t\tthis.position._value,\n\t\t\t\t\tprop._value.x,\n\t\t\t\t\tprop._spread.x\n\t\t\t\t);\n\t\t\t\tbreak;\n\n\t\t\tcase distributions.DISC:\n\t\t\t\tpos = this.attributes.position.typedArray.array;\n\t\t\t\ti = index * 3;\n\n\t\t\t\t// Ensure position values aren't zero, otherwise no force will be\n\t\t\t\t// applied.\n\t\t\t\t// positionX = utils.zeroToEpsilon( pos[ i ], true );\n\t\t\t\t// positionY = utils.zeroToEpsilon( pos[ i + 1 ], true );\n\t\t\t\t// positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );\n\t\t\t\tpositionX = pos[ i ];\n\t\t\t\tpositionY = pos[ i + 1 ];\n\t\t\t\tpositionZ = pos[ i + 2 ];\n\n\t\t\t\tutils.randomDirectionVector3OnDisc(\n\t\t\t\t\tthis.attributes[ attrName ], index,\n\t\t\t\t\tpositionX, positionY, positionZ,\n\t\t\t\t\tthis.position._value,\n\t\t\t\t\tprop._value.x,\n\t\t\t\t\tprop._spread.x\n\t\t\t\t);\n\t\t\t\tbreak;\n\n\t\t\tcase distributions.LINE:\n\t\t\t\tutils.randomVector3OnLine( this.attributes[ attrName ], index, value, spread );\n\t\t\t\tbreak;\n\t\t}\n\n\t\tif ( attrName === 'acceleration' ) {\n\t\t\tconst drag = utils.clamp( utils.randomFloat( this.drag._value, this.drag._spread ), 0, 1 );\n\t\t\tthis.attributes.acceleration.typedArray.array[ index * 4 + 3 ] = drag;\n\t\t}\n\t}\n\n\t_assignAbsLifetimeValue( index, propName ) {\n\t\tconst array = this.attributes[ propName ].typedArray,\n\t\t\tprop = this[ propName ];\n\n\t\tif ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {\n\t\t\tconst value = Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) );\n\t\t\tarray.setVec4Components( index, value, value, value, value );\n\t\t}\n\t\telse {\n\t\t\tarray.setVec4Components( index,\n\t\t\t\tMath.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) ),\n\t\t\t\tMath.abs( utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ) ),\n\t\t\t\tMath.abs( utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ) ),\n\t\t\t\tMath.abs( utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] ) )\n\t\t\t);\n\t\t}\n\t}\n\n\t_assignAngleValue( index ) {\n\t\tconst array = this.attributes.angle.typedArray,\n\t\t\tprop = this.angle;\n\n\t\tif ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {\n\t\t\tconst value = utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] );\n\t\t\tarray.setVec4Components( index, value, value, value, value );\n\t\t}\n\t\telse {\n\t\t\tarray.setVec4Components( index,\n\t\t\t\tutils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ),\n\t\t\t\tutils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ),\n\t\t\t\tutils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ),\n\t\t\t\tutils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] )\n\t\t\t);\n\t\t}\n\t}\n\n\t_assignParamsValue( index ) {\n\t\tthis.attributes.params.typedArray.setVec4Components( index,\n\t\t\tthis.isStatic ? 1 : 0,\n\t\t\t0.0,\n\t\t\tMath.abs( utils.randomFloat( this.maxAge._value, this.maxAge._spread ) ),\n\t\t\tutils.randomFloat( this.wiggle._value, this.wiggle._spread )\n\t\t);\n\t}\n\n\t_assignRotationValue( index ) {\n\t\tthis.attributes.rotation.typedArray.setVec3Components( index,\n\t\t\tutils.getPackedRotationAxis( this.rotation._axis, this.rotation._axisSpread ),\n\t\t\tutils.randomFloat( this.rotation._angle, this.rotation._angleSpread ),\n\t\t\tthis.rotation._static ? 0 : 1\n\t\t);\n\n\t\tthis.attributes.rotationCenter.typedArray.setVec3( index, this.rotation._center );\n\t}\n\n\t_assignColorValue( index ) {\n\t\tutils.randomColorAsHex( this.attributes.color, index, this.color._value, this.color._spread );\n\t}\n\n\t_resetParticle( index ) {\n\t\tconst resetFlags = this.resetFlags,\n\t\t\tupdateFlags = this.updateFlags,\n\t\t\tupdateCounts = this.updateCounts,\n\t\t\tkeys = this.attributeKeys;\n\t\tlet key,\n\t\t\tupdateFlag;\n\n\t\tfor ( let i = this.attributeCount - 1; i >= 0; --i ) {\n\t\t\tkey = keys[ i ];\n\t\t\tupdateFlag = updateFlags[ key ];\n\n\t\t\tif ( resetFlags[ key ] === true || updateFlag === true ) {\n\t\t\t\tthis._assignValue( key, index );\n\t\t\t\tthis._updateAttributeUpdateRange( key, index );\n\n\t\t\t\tif ( updateFlag === true && updateCounts[ key ] === this.particleCount ) {\n\t\t\t\t\tupdateFlags[ key ] = false;\n\t\t\t\t\tupdateCounts[ key ] = 0.0;\n\t\t\t\t}\n\t\t\t\telse if ( updateFlag == true ) {\n\t\t\t\t\t++updateCounts[ key ];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t_updateAttributeUpdateRange( attr, i ) {\n\t\tvar ranges = this.bufferUpdateRanges[ attr ];\n\n\t\tranges.min = Math.min( i, ranges.min );\n\t\tranges.max = Math.max( i, ranges.max );\n\t}\n\n\t_resetBufferRanges() {\n\t\tconst ranges = this.bufferUpdateRanges,\n\t\t\tkeys = this.bufferUpdateKeys;\n\t\tlet i = this.bufferUpdateCount - 1,\n\t\t\tkey;\n\n\t\tfor ( i; i >= 0; --i ) {\n\t\t\tkey = keys[ i ];\n\t\t\tranges[ key ].min = Number.POSITIVE_INFINITY;\n\t\t\tranges[ key ].max = Number.NEGATIVE_INFINITY;\n\t\t}\n\t}\n\n\t_onRemove() {\n\t\t// Reset any properties of the emitter that were set by\n\t\t// a group when it was added.\n\t\tthis.particlesPerSecond = 0;\n\t\tthis.attributeOffset = 0;\n\t\tthis.activationIndex = 0;\n\t\tthis.activeParticleCount = 0;\n\t\tthis.group = null;\n\t\tthis.attributes = null;\n\t\tthis.paramsArray = null;\n\t\tthis.age = 0.0;\n\t}\n\n\t_decrementParticleCount() {\n\t\t--this.activeParticleCount;\n\n\t\t// TODO:\n\t\t//  - Trigger event if count === 0.\n\t}\n\n\t_incrementParticleCount() {\n\t\t'use strict';\n\t\t++this.activeParticleCount;\n\n\t\t// TODO:\n\t\t//  - Trigger event if count === this.particleCount.\n\t}\n\n\t_checkParticleAges( start, end, params, dt ) {\n\t\tfor ( let i = end - 1, index, maxAge, age, alive; i >= start; --i ) {\n\t\t\tindex = i * 4;\n\n\t\t\talive = params[ index ];\n\n\t\t\tif ( alive === 0.0 ) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// Increment age\n\t\t\tage = params[ index + 1 ];\n\t\t\tmaxAge = params[ index + 2 ];\n\n\t\t\tif ( this.direction === 1 ) {\n\t\t\t\tage += dt;\n\n\t\t\t\tif ( age >= maxAge ) {\n\t\t\t\t\tage = 0.0;\n\t\t\t\t\talive = 0.0;\n\t\t\t\t\tthis._decrementParticleCount();\n\t\t\t\t}\n\t\t\t}\n\t\t\telse {\n\t\t\t\tage -= dt;\n\n\t\t\t\tif ( age <= 0.0 ) {\n\t\t\t\t\tage = maxAge;\n\t\t\t\t\talive = 0.0;\n\t\t\t\t\tthis._decrementParticleCount();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tparams[ index ] = alive;\n\t\t\tparams[ index + 1 ] = age;\n\n\t\t\tthis._updateAttributeUpdateRange( 'params', i );\n\t\t}\n\t}\n\n\t_activateParticles( activationStart, activationEnd, params, dtPerParticle ) {\n\t\tconst direction = this.direction;\n\n\t\tfor ( let i = activationStart, index, dtValue; i < activationEnd; ++i ) {\n\t\t\tindex = i * 4;\n\n\t\t\t// Don't re-activate particles that aren't dead yet.\n\t\t\t// if ( params[ index ] !== 0.0 && ( this.particleCount !== 1 || this.activeMultiplier !== 1 ) ) {\n\t\t\t//     continue;\n\t\t\t// }\n\n\t\t\tif ( params[ index ] != 0.0 && this.particleCount !== 1 ) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// Increment the active particle count.\n\t\t\tthis._incrementParticleCount();\n\n\t\t\t// Mark the particle as alive.\n\t\t\tparams[ index ] = 1.0;\n\n\t\t\t// Reset the particle\n\t\t\tthis._resetParticle( i );\n\n\t\t\t// Move each particle being activated to\n\t\t\t// it's actual position in time.\n\t\t\t//\n\t\t\t// This stops particles being 'clumped' together\n\t\t\t// when frame rates are on the lower side of 60fps\n\t\t\t// or not constant (a very real possibility!)\n\t\t\tdtValue = dtPerParticle * ( i - activationStart );\n\t\t\tparams[ index + 1 ] = direction === -1 ? params[ index + 2 ] - dtValue : dtValue;\n\n\t\t\tthis._updateAttributeUpdateRange( 'params', i );\n\t\t}\n\t}\n\n\t/**\n\t * Simulates one frame's worth of particles, updating particles\n\t * that are already alive, and marking ones that are currently dead\n\t * but should be alive as alive.\n\t *\n\t * If the emitter is marked as static, then this function will do nothing.\n\t *\n\t * @param  {Number} dt The number of seconds to simulate (deltaTime)\n\t */\n\ttick( dt ) {\n\t\tif ( this.isStatic ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( this.paramsArray === null ) {\n\t\t\tthis.paramsArray = this.attributes.params.typedArray.array;\n\t\t}\n\n\t\tconst start = this.attributeOffset,\n\t\t\tend = start + this.particleCount,\n\t\t\tparams = this.paramsArray, // vec3( alive, age, maxAge, wiggle )\n\t\t\tppsDt = this.particlesPerSecond * this.activeMultiplier * dt,\n\t\t\tactivationIndex = this.activationIndex;\n\n\t\t// Reset the buffer update indices.\n\t\tthis._resetBufferRanges();\n\n\t\t// Increment age for those particles that are alive,\n\t\t// and kill off any particles whose age is over the limit.\n\t\tthis._checkParticleAges( start, end, params, dt );\n\n\t\t// If the emitter is dead, reset the age of the emitter to zero,\n\t\t// ready to go again if required\n\t\tif ( this.alive === false ) {\n\t\t\tthis.age = 0.0;\n\t\t\treturn;\n\t\t}\n\n\t\t// If the emitter has a specified lifetime and we've exceeded it,\n\t\t// mark the emitter as dead.\n\t\tif ( this.duration !== null && this.age > this.duration ) {\n\t\t\tthis.alive = false;\n\t\t\tthis.age = 0.0;\n\t\t\treturn;\n\t\t}\n\n\n\t\tconst activationStart = this.particleCount === 1 ? activationIndex : ( activationIndex | 0 ),\n\t\t\tactivationEnd = Math.min( activationStart + ppsDt, this.activationEnd ),\n\t\t\tactivationCount = activationEnd - this.activationIndex | 0,\n\t\t\tdtPerParticle = activationCount > 0 ? dt / activationCount : 0;\n\n\t\tthis._activateParticles( activationStart, activationEnd, params, dtPerParticle );\n\n\t\t// Move the activation window forward, soldier.\n\t\tthis.activationIndex += ppsDt;\n\n\t\tif ( this.activationIndex > end ) {\n\t\t\tthis.activationIndex = start;\n\t\t}\n\n\n\t\t// Increment the age of the emitter.\n\t\tthis.age += dt;\n\t}\n\n\t/**\n\t * Resets all the emitter's particles to their start positions\n\t * and marks the particles as dead if the `force` argument is\n\t * true.\n\t *\n\t * @param  {Boolean} [force=undefined] If true, all particles will be marked as dead instantly.\n\t * @return {Emitter}       This emitter instance.\n\t */\n\treset( force ) {\n\t\tthis.age = 0.0;\n\t\tthis.alive = false;\n\n\t\tif ( force === true ) {\n\t\t\tconst start = this.attributeOffset,\n\t\t\t\tend = start + this.particleCount,\n\t\t\t\tarray = this.paramsArray,\n\t\t\t\tattr = this.attributes.params.bufferAttribute;\n\n\t\t\tfor ( let i = end - 1, index; i >= start; --i ) {\n\t\t\t\tindex = i * 4;\n\n\t\t\t\tarray[ index ] = 0.0;\n\t\t\t\tarray[ index + 1 ] = 0.0;\n\t\t\t}\n\n\t\t\tattr.updateRange.offset = 0;\n\t\t\tattr.updateRange.count = -1;\n\t\t\tattr.needsUpdate = true;\n\t\t}\n\n\t\treturn this;\n\t}\n\n\t/**\n\t * Enables the emitter. If not already enabled, the emitter\n\t * will start emitting particles.\n\t *\n\t * @return {Emitter} This emitter instance.\n\t */\n\tenable() {\n\t\tthis.alive = true;\n\t\treturn this;\n\t}\n\n\t/**\n\t * Disables th emitter, but does not instantly remove it's\n\t * particles fromt the scene. When called, the emitter will be\n\t * 'switched off' and just stop emitting. Any particle's alive will\n\t * be allowed to finish their lifecycle.\n\t *\n\t * @return {Emitter} This emitter instance.\n\t */\n\tdisable() {\n\t\tthis.alive = false;\n\t\treturn this;\n\t}\n\n\t/**\n\t * Remove this emitter from it's parent group (if it has been added to one).\n\t * Delgates to Group.prototype.removeEmitter().\n\t *\n\t * When called, all particle's belonging to this emitter will be instantly\n\t * removed from the scene.\n\t *\n\t * @return {Emitter} This emitter instance.\n\t *\n\t * @see Group.prototype.removeEmitter\n\t */\n\tremove() {\n\t\tif ( this.group !== null ) {\n\t\t\tthis.group.removeEmitter( this );\n\t\t}\n\t\telse {\n\t\t\tconsole.error( 'Emitter does not belong to a group, cannot remove.' );\n\t\t}\n\n\t\treturn this;\n\t}\n}","import * as THREE from 'three';\nimport valueTypes from '@/constants/valueTypes';\nimport globals from '@/constants/globals';\nimport utils from './utils';\nimport ShaderAttribute from '@/helpers/ShaderAttribute';\nimport shaders from '@/shaders/shaders';\nimport Emitter from './Emitter';\n\nconst HAS_OWN = Object.prototype.hasOwnProperty;\n\n/**\n * An SPE.Group instance.\n * @typedef {Object} Group\n * @see SPE.Group\n */\n\n/**\n * A map of options to configure an SPE.Group instance.\n * @typedef {Object} GroupOptions\n *\n * @property {Object} texture An object describing the texture used by the group.\n *\n * @property {Object} texture.value An instance of THREE.Texture.\n *\n * @property {Object=} texture.frames A THREE.Vector2 instance describing the number\n *                                    of frames on the x- and y-axis of the given texture.\n *                                    If not provided, the texture will NOT be treated as\n *                                    a sprite-sheet and as such will NOT be animated.\n *\n * @property {Number} [texture.frameCount=texture.frames.x * texture.frames.y] The total number of frames in the sprite-sheet.\n *                                                                   Allows for sprite-sheets that don't fill the entire\n *                                                                   texture.\n *\n * @property {Number} texture.loop The number of loops through the sprite-sheet that should\n *                                 be performed over the course of a single particle's lifetime.\n *\n * @property {Number} fixedTimeStep If no `dt` (or `deltaTime`) value is passed to this group's\n *                                  `tick()` function, this number will be used to move the particle\n *                                  simulation forward. Value in SECONDS.\n *\n * @property {Boolean} hasPerspective Whether the distance a particle is from the camera should affect\n *                                    the particle's size.\n *\n * @property {Boolean} colorize Whether the particles in this group should be rendered with color, or\n *                              whether the only color of particles will come from the provided texture.\n *\n * @property {Number} blending One of Three.js's blending modes to apply to this group's `ShaderMaterial`.\n *\n * @property {Boolean} transparent Whether these particle's should be rendered with transparency.\n *\n * @property {Number} alphaTest Sets the alpha value to be used when running an alpha test on the `texture.value` property. Value between 0 and 1.\n *\n * @property {Boolean} depthWrite Whether rendering the group has any effect on the depth buffer.\n *\n * @property {Boolean} depthTest Whether to have depth test enabled when rendering this group.\n *\n * @property {Boolean} fog Whether this group's particles should be affected by their scene's fog.\n *\n * @property {Number} scale The scale factor to apply to this group's particle sizes. Useful for\n *                          setting particle sizes to be relative to renderer size.\n */\n\n\n/**\n * The SPE.Group class. Creates a new group, containing a material, geometry, and mesh.\n *\n * @constructor\n * @param {GroupOptions} options A map of options to configure the group instance.\n */\nexport default class Group {\n\tconstructor( opts ) {\n\t\t// Ensure we have a map of options to play with\n\t\tconst options = utils.ensureTypedArg( opts, valueTypes.OBJECT, {} );\n\t\toptions.texture = utils.ensureTypedArg( options.texture, valueTypes.OBJECT, {} );\n\n\t\t// Assign a UUID to this instance\n\t\tthis.uuid = THREE.Math.generateUUID();\n\n\t\t// If no `deltaTime` value is passed to the `SPE.Group.tick` function,\n\t\t// the value of this property will be used to advance the simulation.\n\t\tthis.fixedTimeStep = utils.ensureTypedArg( options.fixedTimeStep, valueTypes.NUMBER, 0.016 );\n\n\t\t// Set properties used in the uniforms map, starting with the\n\t\t// texture stuff.\n\t\tthis.texture = utils.ensureInstanceOf( options.texture.value, THREE.Texture, null );\n\t\tthis.textureFrames = utils.ensureInstanceOf( options.texture.frames, THREE.Vector2, new THREE.Vector2( 1, 1 ) );\n\t\tthis.textureFrameCount = utils.ensureTypedArg( options.texture.frameCount, valueTypes.NUMBER, this.textureFrames.x * this.textureFrames.y );\n\t\tthis.textureLoop = utils.ensureTypedArg( options.texture.loop, valueTypes.NUMBER, 1 );\n\t\tthis.textureFrames.max( new THREE.Vector2( 1, 1 ) );\n\n\t\tthis.hasPerspective = utils.ensureTypedArg( options.hasPerspective, valueTypes.BOOLEAN, true );\n\t\tthis.colorize = utils.ensureTypedArg( options.colorize, valueTypes.BOOLEAN, true );\n\n\t\tthis.maxParticleCount = utils.ensureTypedArg( options.maxParticleCount, valueTypes.NUMBER, null );\n\n\n\t\t// Set properties used to define the ShaderMaterial's appearance.\n\t\tthis.blending = utils.ensureTypedArg( options.blending, valueTypes.NUMBER, THREE.AdditiveBlending );\n\t\tthis.transparent = utils.ensureTypedArg( options.transparent, valueTypes.BOOLEAN, true );\n\t\tthis.alphaTest = parseFloat( utils.ensureTypedArg( options.alphaTest, valueTypes.NUMBER, 0.0 ) );\n\t\tthis.depthWrite = utils.ensureTypedArg( options.depthWrite, valueTypes.BOOLEAN, false );\n\t\tthis.depthTest = utils.ensureTypedArg( options.depthTest, valueTypes.BOOLEAN, true );\n\t\tthis.fog = utils.ensureTypedArg( options.fog, valueTypes.BOOLEAN, true );\n\t\tthis.scale = utils.ensureTypedArg( options.scale, valueTypes.NUMBER, 300 );\n\n\t\t// Where emitter's go to curl up in a warm blanket and live\n\t\t// out their days.\n\t\tthis.emitters = [];\n\t\tthis.emitterIDs = [];\n\n\t\t// Create properties for use by the emitter pooling functions.\n\t\tthis._pool = [];\n\t\tthis._poolCreationSettings = null;\n\t\tthis._createNewWhenPoolEmpty = 0;\n\n\t\t// Whether all attributes should be forced to updated\n\t\t// their entire buffer contents on the next tick.\n\t\t//\n\t\t// Used when an emitter is removed.\n\t\tthis._attributesNeedRefresh = false;\n\t\tthis._attributesNeedDynamicReset = false;\n\n\t\tthis.particleCount = 0;\n\n\n\t\t// Map of uniforms to be applied to the ShaderMaterial instance.\n\t\tthis.uniforms = {\n\t\t\ttex: {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: this.texture,\n\t\t\t},\n\t\t\ttextureAnimation: {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: new THREE.Vector4(\n\t\t\t\t\tthis.textureFrames.x,\n\t\t\t\t\tthis.textureFrames.y,\n\t\t\t\t\tthis.textureFrameCount,\n\t\t\t\t\tMath.max( Math.abs( this.textureLoop ), 1.0 )\n\t\t\t\t),\n\t\t\t},\n\t\t\tfogColor: {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: this.fog ? new THREE.Color() : null,\n\t\t\t},\n\t\t\tfogNear: {\n\t\t\t\ttype: 'f',\n\t\t\t\tvalue: 10,\n\t\t\t},\n\t\t\tfogFar: {\n\t\t\t\ttype: 'f',\n\t\t\t\tvalue: 200,\n\t\t\t},\n\t\t\tfogDensity: {\n\t\t\t\ttype: 'f',\n\t\t\t\tvalue: 0.5,\n\t\t\t},\n\t\t\tdeltaTime: {\n\t\t\t\ttype: 'f',\n\t\t\t\tvalue: 0,\n\t\t\t},\n\t\t\trunTime: {\n\t\t\t\ttype: 'f',\n\t\t\t\tvalue: 0,\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\ttype: 'f',\n\t\t\t\tvalue: this.scale,\n\t\t\t},\n\t\t};\n\n\t\t// Add some defines into the mix...\n\t\tthis.defines = {\n\t\t\tHAS_PERSPECTIVE: this.hasPerspective,\n\t\t\tCOLORIZE: this.colorize,\n\t\t\tVALUE_OVER_LIFETIME_LENGTH: globals.valueOverLifetimeLength,\n\n\t\t\tSHOULD_ROTATE_TEXTURE: false,\n\t\t\tSHOULD_ROTATE_PARTICLES: false,\n\t\t\tSHOULD_WIGGLE_PARTICLES: false,\n\n\t\t\tSHOULD_CALCULATE_SPRITE: this.textureFrames.x > 1 || this.textureFrames.y > 1,\n\t\t};\n\n\t\t// Map of all attributes to be applied to the particles.\n\t\t//\n\t\t// See `ShaderAttribute` for a bit more info on this.\n\t\tthis.attributes = {\n\t\t\tposition: new ShaderAttribute( 'v3', true ),\n\t\t\tacceleration: new ShaderAttribute( 'v4', true ), // w component is drag\n\t\t\tvelocity: new ShaderAttribute( 'v3', true ),\n\t\t\trotation: new ShaderAttribute( 'v4', true ),\n\t\t\trotationCenter: new ShaderAttribute( 'v3', true ),\n\t\t\tparams: new ShaderAttribute( 'v4', true ), // Holds (alive, age, delay, wiggle)\n\t\t\tsize: new ShaderAttribute( 'v4', true ),\n\t\t\tangle: new ShaderAttribute( 'v4', true ),\n\t\t\tcolor: new ShaderAttribute( 'v4', true ),\n\t\t\topacity: new ShaderAttribute( 'v4', true ),\n\t\t};\n\n\t\tthis.attributeKeys = Object.keys( this.attributes );\n\t\tthis.attributeCount = this.attributeKeys.length;\n\n\t\t// Create the ShaderMaterial instance that'll help render the\n\t\t// particles.\n\t\tthis.material = new THREE.ShaderMaterial( {\n\t\t\tuniforms: this.uniforms,\n\t\t\tvertexShader: shaders.vertex,\n\t\t\tfragmentShader: shaders.fragment,\n\t\t\tblending: this.blending,\n\t\t\ttransparent: this.transparent,\n\t\t\talphaTest: this.alphaTest,\n\t\t\tdepthWrite: this.depthWrite,\n\t\t\tdepthTest: this.depthTest,\n\t\t\tdefines: this.defines,\n\t\t\tfog: this.fog,\n\t\t} );\n\n\t\t// Create the BufferGeometry and Points instances, ensuring\n\t\t// the geometry and material are given to the latter.\n\t\tthis.geometry = new THREE.BufferGeometry();\n\t\tthis.mesh = new THREE.Points( this.geometry, this.material );\n\n\t\tif ( this.maxParticleCount === null ) {\n\t\t\tconsole.warn( 'SPE.Group: No maxParticleCount specified. Adding emitters after rendering will probably cause errors.' );\n\t\t}\n\t}\n\n\t_updateDefines() {\n\t\tconst emitters = this.emitters,\n\t\t\tdefines = this.defines;\n\t\tlet emitter,\n\t\t\ti = emitters.length - 1;\n\n\t\tfor ( i; i >= 0; --i ) {\n\t\t\temitter = emitters[ i ];\n\n\t\t\t// Only do angle calculation if there's no spritesheet defined.\n\t\t\t//\n\t\t\t// Saves calculations being done and then overwritten in the shaders.\n\t\t\tif ( !defines.SHOULD_CALCULATE_SPRITE ) {\n\t\t\t\tdefines.SHOULD_ROTATE_TEXTURE = defines.SHOULD_ROTATE_TEXTURE || !!Math.max(\n\t\t\t\t\tMath.max.apply( null, emitter.angle.value ),\n\t\t\t\t\tMath.max.apply( null, emitter.angle.spread )\n\t\t\t\t);\n\t\t\t}\n\n\t\t\tdefines.SHOULD_ROTATE_PARTICLES = defines.SHOULD_ROTATE_PARTICLES || !!Math.max(\n\t\t\t\temitter.rotation.angle,\n\t\t\t\temitter.rotation.angleSpread\n\t\t\t);\n\n\t\t\tdefines.SHOULD_WIGGLE_PARTICLES = defines.SHOULD_WIGGLE_PARTICLES || !!Math.max(\n\t\t\t\temitter.wiggle.value,\n\t\t\t\temitter.wiggle.spread\n\t\t\t);\n\t\t}\n\n\t\tthis.material.needsUpdate = true;\n\t}\n\n\t_applyAttributesToGeometry() {\n\t\tconst attributes = this.attributes,\n\t\t\tgeometry = this.geometry,\n\t\t\tgeometryAttributes = geometry.attributes;\n\t\tlet attribute,\n\t\t\tgeometryAttribute;\n\n\t\t// Loop through all the shader attributes and assign (or re-assign)\n\t\t// typed array buffers to each one.\n\t\tfor ( const attr in attributes ) {\n\t\t\tif ( HAS_OWN.call( attributes, attr ) ) {\n\t\t\t\tattribute = attributes[ attr ];\n\t\t\t\tgeometryAttribute = geometryAttributes[ attr ];\n\n\t\t\t\t// Update the array if this attribute exists on the geometry.\n\t\t\t\t//\n\t\t\t\t// This needs to be done because the attribute's typed array might have\n\t\t\t\t// been resized and reinstantiated, and might now be looking at a\n\t\t\t\t// different ArrayBuffer, so reference needs updating.\n\t\t\t\tif ( geometryAttribute ) {\n\t\t\t\t\tgeometryAttribute.array = attribute.typedArray.array;\n\t\t\t\t}\n\n\t\t\t\t// // Add the attribute to the geometry if it doesn't already exist.\n\t\t\t\telse {\n\t\t\t\t\tgeometry.addAttribute( attr, attribute.bufferAttribute );\n\t\t\t\t}\n\n\t\t\t\t// Mark the attribute as needing an update the next time a frame is rendered.\n\t\t\t\tattribute.bufferAttribute.needsUpdate = true;\n\t\t\t}\n\t\t}\n\n\t\t// Mark the draw range on the geometry. This will ensure\n\t\t// only the values in the attribute buffers that are\n\t\t// associated with a particle will be used in THREE's\n\t\t// render cycle.\n\t\tthis.geometry.setDrawRange( 0, this.particleCount );\n\t}\n\n\t/**\n     * Adds an SPE.Emitter instance to this group, creating particle values and\n     * assigning them to this group's shader attributes.\n     *\n     * @param {Emitter} emitter The emitter to add to this group.\n     */\n\taddEmitter( emitter ) {\n\t\t// Ensure an actual emitter instance is passed here.\n\t\t//\n\t\t// Decided not to throw here, just in case a scene's\n\t\t// rendering would be paused. Logging an error instead\n\t\t// of stopping execution if exceptions aren't caught.\n\t\tif ( emitter instanceof Emitter === false ) {\n\t\t\tconsole.error( '`emitter` argument must be instance of Emitter. Was provided with:', emitter );\n\t\t\treturn;\n\t\t}\n\n\t\t// If the emitter already exists as a member of this group, then\n\t\t// stop here, we don't want to add it again.\n\t\telse if ( this.emitterIDs.indexOf( emitter.uuid ) > -1 ) {\n\t\t\tconsole.error( 'Emitter already exists in this group. Will not add again.' );\n\t\t\treturn;\n\t\t}\n\n\t\t// And finally, if the emitter is a member of another group,\n\t\t// don't add it to this group.\n\t\telse if ( emitter.group !== null ) {\n\t\t\tconsole.error( 'Emitter already belongs to another group. Will not add to requested group.' );\n\t\t\treturn;\n\t\t}\n\n\t\tconst attributes = this.attributes,\n\t\t\tstart = this.particleCount,\n\t\t\tend = start + emitter.particleCount;\n\n\t\t// Update this group's particle count.\n\t\tthis.particleCount = end;\n\n\t\t// Emit a warning if the emitter being added will exceed the buffer sizes specified.\n\t\tif ( this.maxParticleCount !== null && this.particleCount > this.maxParticleCount ) {\n\t\t\tconsole.warn( 'SPE.Group: maxParticleCount exceeded. Requesting', this.particleCount, 'particles, can support only', this.maxParticleCount );\n\t\t}\n\n\n\t\t// Set the `particlesPerSecond` value (PPS) on the emitter.\n\t\t// It's used to determine how many particles to release\n\t\t// on a per-frame basis.\n\t\temitter._calculatePPSValue( emitter.maxAge._value + emitter.maxAge._spread );\n\t\temitter._setBufferUpdateRanges( this.attributeKeys );\n\n\t\t// Store the offset value in the TypedArray attributes for this emitter.\n\t\temitter._setAttributeOffset( start );\n\n\t\t// Save a reference to this group on the emitter so it knows\n\t\t// where it belongs.\n\t\temitter.group = this;\n\n\t\t// Store reference to the attributes on the emitter for\n\t\t// easier access during the emitter's tick function.\n\t\temitter.attributes = this.attributes;\n\n\n\n\t\t// Ensure the attributes and their BufferAttributes exist, and their\n\t\t// TypedArrays are of the correct size.\n\t\tfor ( const attr in attributes ) {\n\t\t\tif ( HAS_OWN.call( attributes, attr ) ) {\n\t\t\t\t// When creating a buffer, pass through the maxParticle count\n\t\t\t\t// if one is specified.\n\t\t\t\tattributes[ attr ]._createBufferAttribute(\n\t\t\t\t\tthis.maxParticleCount !== null ?\n\t\t\t\t\t\tthis.maxParticleCount :\n\t\t\t\t\t\tthis.particleCount\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\n\t\t// Loop through each particle this emitter wants to have, and create the attributes values,\n\t\t// storing them in the TypedArrays that each attribute holds.\n\t\tfor ( let i = start; i < end; ++i ) {\n\t\t\temitter._assignPositionValue( i );\n\t\t\temitter._assignForceValue( i, 'velocity' );\n\t\t\temitter._assignForceValue( i, 'acceleration' );\n\t\t\temitter._assignAbsLifetimeValue( i, 'opacity' );\n\t\t\temitter._assignAbsLifetimeValue( i, 'size' );\n\t\t\temitter._assignAngleValue( i );\n\t\t\temitter._assignRotationValue( i );\n\t\t\temitter._assignParamsValue( i );\n\t\t\temitter._assignColorValue( i );\n\t\t}\n\n\t\t// Update the geometry and make sure the attributes are referencing\n\t\t// the typed arrays properly.\n\t\tthis._applyAttributesToGeometry();\n\n\t\t// Store this emitter in this group's emitter's store.\n\t\tthis.emitters.push( emitter );\n\t\tthis.emitterIDs.push( emitter.uuid );\n\n\t\t// Update certain flags to enable shader calculations only if they're necessary.\n\t\tthis._updateDefines( emitter );\n\n\t\t// Update the material since defines might have changed\n\t\tthis.material.needsUpdate = true;\n\t\tthis.geometry.needsUpdate = true;\n\t\tthis._attributesNeedRefresh = true;\n\n\t\t// Return the group to enable chaining.\n\t\treturn this;\n\t}\n\n\t/**\n     * Removes an Emitter instance from this group. When called,\n     * all particle's belonging to the given emitter will be instantly\n     * removed from the scene.\n     *\n     * @param {Emitter} emitter The emitter to add to this group.\n     */\n\tremoveEmitter( emitter ) {\n\t\tconst emitterIndex = this.emitterIDs.indexOf( emitter.uuid );\n\n\t\t// Ensure an actual emitter instance is passed here.\n\t\t//\n\t\t// Decided not to throw here, just in case a scene's\n\t\t// rendering would be paused. Logging an error instead\n\t\t// of stopping execution if exceptions aren't caught.\n\t\tif ( emitter instanceof Emitter === false ) {\n\t\t\tconsole.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter );\n\t\t\treturn;\n\t\t}\n\n\t\t// Issue an error if the emitter isn't a member of this group.\n\t\telse if ( emitterIndex === -1 ) {\n\t\t\tconsole.error( 'Emitter does not exist in this group. Will not remove.' );\n\t\t\treturn;\n\t\t}\n\n\t\t// Kill all particles by marking them as dead\n\t\t// and their age as 0.\n\t\tconst start = emitter.attributeOffset,\n\t\t\tend = start + emitter.particleCount,\n\t\t\tparams = this.attributes.params.typedArray;\n\n\t\t// Set alive and age to zero.\n\t\tfor ( let i = start; i < end; ++i ) {\n\t\t\tparams.array[ i * 4 ] = 0.0;\n\t\t\tparams.array[ i * 4 + 1 ] = 0.0;\n\t\t}\n\n\t\t// Remove the emitter from this group's \"store\".\n\t\tthis.emitters.splice( emitterIndex, 1 );\n\t\tthis.emitterIDs.splice( emitterIndex, 1 );\n\n\t\t// Remove this emitter's attribute values from all shader attributes.\n\t\t// The `.splice()` call here also marks each attribute's buffer\n\t\t// as needing to update it's entire contents.\n\t\tfor ( const attr in this.attributes ) {\n\t\t\tif ( HAS_OWN.call( this.attributes, attr ) ) {\n\t\t\t\tthis.attributes[ attr ].splice( start, end );\n\t\t\t}\n\t\t}\n\n\t\t// Ensure this group's particle count is correct.\n\t\tthis.particleCount -= emitter.particleCount;\n\n\t\t// Call the emitter's remove method.\n\t\temitter._onRemove();\n\n\t\t// Set a flag to indicate that the attribute buffers should\n\t\t// be updated in their entirety on the next frame.\n\t\tthis._attributesNeedRefresh = true;\n\t}\n\n\n\t/**\n     * Fetch a single emitter instance from the pool.\n     * If there are no objects in the pool, a new emitter will be\n     * created if specified.\n     *\n     * @return {Emitter|null}\n     */\n\tgetFromPool() {\n\t\tconst pool = this._pool,\n\t\t\tcreateNew = this._createNewWhenPoolEmpty;\n\n\t\tif ( pool.length ) {\n\t\t\treturn pool.pop();\n\t\t}\n\t\telse if ( createNew ) {\n\t\t\tconst emitter = new Emitter( this._poolCreationSettings );\n\n\t\t\tthis.addEmitter( emitter );\n\n\t\t\treturn emitter;\n\t\t}\n\n\t\treturn null;\n\t}\n\n\n\t/**\n     * Release an emitter into the pool.\n     *\n     * @param  {ShaderParticleEmitter} emitter\n     * @return {Group} This group instance.\n     */\n\treleaseIntoPool( emitter ) {\n\t\tif ( emitter instanceof Emitter === false ) {\n\t\t\tconsole.error( 'Argument is not instanceof Emitter:', emitter );\n\t\t\treturn;\n\t\t}\n\n\t\temitter.reset();\n\t\tthis._pool.unshift( emitter );\n\n\t\treturn this;\n\t}\n\n\n\t/**\n     * Get the pool array\n     *\n     * @return {Array}\n     */\n\tgetPool() {\n\t\treturn this._pool;\n\t}\n\n\n\t/**\n     * Add a pool of emitters to this particle group\n     *\n     * @param {Number} numEmitters      The number of emitters to add to the pool.\n     * @param {EmitterOptions|Array} emitterOptions  An object, or array of objects, describing the options to pass to each emitter.\n     * @param {Boolean} createNew       Should a new emitter be created if the pool runs out?\n     * @return {Group} This group instance.\n     */\n\taddPool( numEmitters, emitterOptions, createNew ) {\n\t\t// Save relevant settings and flags.\n\t\tthis._poolCreationSettings = emitterOptions;\n\t\tthis._createNewWhenPoolEmpty = !!createNew;\n\n\t\t// Create the emitters, add them to this group and the pool.\n\t\tfor ( let i = 0; i < numEmitters; ++i ) {\n\t\t\tlet args;\n\n\t\t\tif ( Array.isArray( emitterOptions ) ) {\n\t\t\t\targs = emitterOptions[ i ];\n\t\t\t}\n\t\t\telse {\n\t\t\t\targs = emitterOptions;\n\t\t\t}\n\n\t\t\tconst emitter = new Emitter( args );\n\n\t\t\tthis.addEmitter( emitter );\n\t\t\tthis.releaseIntoPool( emitter );\n\t\t}\n\n\t\treturn this;\n\t}\n\n\n\n\t_triggerSingleEmitter( pos ) {\n\t\tconst emitter = this.getFromPool();\n\n\t\tif ( emitter === null ) {\n\t\t\tconsole.log( 'Group pool ran out.' );\n\t\t\treturn;\n\t\t}\n\n\t\t// TODO:\n\t\t// - Make sure buffers are update with the new position.\n\t\tif ( pos instanceof THREE.Vector3 ) {\n\t\t\temitter.position.value.copy( pos );\n\n\t\t\t// Trigger the setter for this property to force an\n\t\t\t// update to the emitter's position attribute.\n\t\t\temitter.position.value = emitter.position.value; // eslint-disable-line\n\t\t}\n\n\t\temitter.enable();\n\n\t\tsetTimeout( () => {\n\t\t\temitter.disable();\n\t\t\tthis.releaseIntoPool( emitter );\n\t\t}, ( Math.max( emitter.duration, ( emitter.maxAge.value + emitter.maxAge.spread ) ) ) * 1000 );\n\n\t\treturn this;\n\t}\n\n\n\t/**\n     * Set a given number of emitters as alive, with an optional position\n     * vector3 to move them to.\n     *\n     * @param  {Number} numEmitters The number of emitters to activate\n     * @param  {Object} [position=undefined] A THREE.Vector3 instance describing the position to activate the emitter(s) at.\n     * @return {Group} This group instance.\n     */\n\ttriggerPoolEmitter( numEmitters, position ) {\n\t\tif ( typeof numEmitters === 'number' && numEmitters > 1 ) {\n\t\t\tfor ( let i = 0; i < numEmitters; ++i ) {\n\t\t\t\tthis._triggerSingleEmitter( position );\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tthis._triggerSingleEmitter( position );\n\t\t}\n\n\t\treturn this;\n\t}\n\n\n\n\t_updateUniforms( dt ) {\n\t\tthis.uniforms.runTime.value += dt;\n\t\tthis.uniforms.deltaTime.value = dt;\n\t}\n\n\t_resetBufferRanges() {\n\t\tconst keys = this.attributeKeys,\n\t\t\tattrs = this.attributes;\n\t\tlet i = this.attributeCount - 1;\n\n\t\tfor ( i; i >= 0; --i ) {\n\t\t\tattrs[ keys[ i ] ].resetUpdateRange();\n\t\t}\n\t}\n\n\n\t_updateBuffers( emitter ) {\n\t\tconst keys = this.attributeKeys,\n\t\t\tattrs = this.attributes,\n\t\t\temitterRanges = emitter.bufferUpdateRanges;\n\t\tlet key,\n\t\t\temitterAttr,\n\t\t\tattr;\n\n\t\tfor ( let i = this.attributeCount - 1; i >= 0; --i ) {\n\t\t\tkey = keys[ i ];\n\t\t\temitterAttr = emitterRanges[ key ];\n\t\t\tattr = attrs[ key ];\n\t\t\tattr.setUpdateRange( emitterAttr.min, emitterAttr.max );\n\t\t\tattr.flagUpdate();\n\t\t}\n\t}\n\n\n\t/**\n     * Simulate all the emitter's belonging to this group, updating\n     * attribute values along the way.\n     * @param  {Number} [dt=Group's `fixedTimeStep` value] The number of seconds to simulate the group's emitters for (deltaTime)\n     */\n\ttick( dt ) {\n\t\tconst emitters = this.emitters,\n\t\t\tnumEmitters = emitters.length,\n\t\t\tdeltaTime = dt || this.fixedTimeStep,\n\t\t\tkeys = this.attributeKeys,\n\t\t\tattrs = this.attributes;\n\n\t\t// Update uniform values.\n\t\tthis._updateUniforms( deltaTime );\n\n\t\t// Reset buffer update ranges on the shader attributes.\n\t\tthis._resetBufferRanges();\n\n\n\t\t// If nothing needs updating, then stop here.\n\t\tif (\n\t\t\tnumEmitters === 0 &&\n            this._attributesNeedRefresh === false &&\n            this._attributesNeedDynamicReset === false\n\t\t) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Loop through each emitter in this group and\n\t\t// simulate it, then update the shader attribute\n\t\t// buffers.\n\t\tfor ( let i = 0, emitter; i < numEmitters; ++i ) {\n\t\t\temitter = emitters[ i ];\n\t\t\temitter.tick( deltaTime );\n\t\t\tthis._updateBuffers( emitter );\n\t\t}\n\n\t\t// If the shader attributes have been refreshed,\n\t\t// then the dynamic properties of each buffer\n\t\t// attribute will need to be reset back to\n\t\t// what they should be.\n\t\tif ( this._attributesNeedDynamicReset === true ) {\n\t\t\tfor ( let i = this.attributeCount - 1; i >= 0; --i ) {\n\t\t\t\tattrs[ keys[ i ] ].resetDynamic();\n\t\t\t}\n\n\t\t\tthis._attributesNeedDynamicReset = false;\n\t\t}\n\n\t\t// If this group's shader attributes need a full refresh\n\t\t// then mark each attribute's buffer attribute as\n\t\t// needing so.\n\t\tif ( this._attributesNeedRefresh === true ) {\n\t\t\tfor ( let i = this.attributeCount - 1; i >= 0; --i ) {\n\t\t\t\tattrs[ keys[ i ] ].forceUpdateAll();\n\t\t\t}\n\n\t\t\tthis._attributesNeedRefresh = false;\n\t\t\tthis._attributesNeedDynamicReset = true;\n\t\t}\n\t}\n\n\n\t/**\n     * Dipose the geometry and material for the group.\n     *\n     * @return {Group} Group instance.\n     */\n\tdispose() {\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\t\treturn this;\n\t}\n}\n"],"sourceRoot":""} \ No newline at end of file diff --git a/docs/ChangeLog.md b/docs/ChangeLog.md index 0013619..4caa338 100644 --- a/docs/ChangeLog.md +++ b/docs/ChangeLog.md @@ -1,6 +1,21 @@ Change Log ========== +v2.0.0 +------ +* Replaced Grunt with Webpack. +* Moved to import/export. +* Full module support. + * `Group`, `Emitter`, `distribution`, and `globals` are now the only exposed objects. +* `SPE.valueOverLifetimeLength` is now `SPE.globals.valueOverLifetimeLength` (or accessed by importing `globals`) +* Distribution files are now located in `dist`, changed from `build`. +* `SPE.min.js` has been removed. Please use `SPE.js` instead - this is minified. + +v1.1.0 +------ +* Updated `texture` uniform name to `tex`. +* Moved to use BufferAttribute.usage instead of BufferAttribute.dynamic. + v1.0.6 ------ * #110: Added `three` as an NPM dependency. diff --git a/docs/api/Emitter.html b/docs/api/Emitter.html deleted file mode 100644 index 619633f..0000000 --- a/docs/api/Emitter.html +++ /dev/null @@ -1,213 +0,0 @@ - - - - - JSDoc: Class: Emitter - - - - - - - - - - -
- -

Class: Emitter

- - - - - - -
- -
- -

- Emitter -

- - -
- -
-
- - - - - -

new Emitter(options)

- - - - - -
- The SPE.Emitter class. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
options - - -EmitterOptions - - - - A map of options to configure the emitter.
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- -
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- -
- Documentation generated by JSDoc 3.3.3 on Sun Oct 18 2015 22:34:14 GMT+0100 (BST) -
- - - - - \ No newline at end of file diff --git a/docs/api/SPE.Emitter.html b/docs/api/SPE.Emitter.html deleted file mode 100644 index b79414a..0000000 --- a/docs/api/SPE.Emitter.html +++ /dev/null @@ -1,848 +0,0 @@ - - - - - JSDoc: Class: Emitter - - - - - - - - - - -
- -

Class: Emitter

- - - - - - -
- -
- -

- SPE. - - Emitter -

- - -
- -
-
- - - - - -

new Emitter(options)

- - - - - -
- The SPE.Emitter class. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
options - - -EmitterOptions - - - - A map of options to configure the emitter.
- - - - - - -
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Source:
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- - - - - - - - - - - - - - -

Methods

- - - - - - -

disable() → {Emitter}

- - - - - -
- Disables th emitter, but does not instantly remove it's -particles fromt the scene. When called, the emitter will be -'switched off' and just stop emitting. Any particle's alive will -be allowed to finish their lifecycle. -
- - - - - - - - - - - - - -
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- This emitter instance. -
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enable() → {Emitter}

- - - - - -
- Enables the emitter. If not already enabled, the emitter -will start emitting particles. -
- - - - - - - - - - - - - -
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Returns:
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- This emitter instance. -
- - - -
-
- Type -
-
- -Emitter - - -
-
- - - - - - - - - - -

remove() → {Emitter}

- - - - - -
- Remove this emitter from it's parent group (if it has been added to one). -Delgates to SPE.group.prototype.removeEmitter(). - -When called, all particle's belonging to this emitter will be instantly -removed from the scene. -
- - - - - - - - - - - - - -
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See:
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  • SPE.Group.prototype.removeEmitter
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- This emitter instance. -
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-
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-
- - - - - - - - - - -

reset(forceopt) → {Emitter}

- - - - - -
- Resets all the emitter's particles to their start positions -and marks the particles as dead if the `force` argument is -true. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeAttributesDescription
force - - -Boolean - - - - - - <optional>
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If true, all particles will be marked as dead instantly.
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- This emitter instance. -
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- - - - - - - - - - -

tick(dt)

- - - - - -
- Simulates one frame's worth of particles, updating particles -that are already alive, and marking ones that are currently dead -but should be alive as alive. - -If the emitter is marked as static, then this function will do nothing. -
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Parameters:
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NameTypeDescription
dt - - -Number - - - - The number of seconds to simulate (deltaTime)
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- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - \ No newline at end of file diff --git a/docs/api/SPE.Group.html b/docs/api/SPE.Group.html deleted file mode 100644 index 5351bc0..0000000 --- a/docs/api/SPE.Group.html +++ /dev/null @@ -1,1497 +0,0 @@ - - - - - JSDoc: Class: Group - - - - - - - - - - -
- -

Class: Group

- - - - - - -
- -
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- SPE. - - Group -

- - -
- -
-
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new Group(options)

- - - - - -
- The SPE.Group class. Creates a new group, containing a material, geometry, and mesh. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
options - - -GroupOptions - - - - A map of options to configure the group instance.
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Methods

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addEmitter(emitter)

- - - - - -
- Adds an SPE.Emitter instance to this group, creating particle values and -assigning them to this group's shader attributes. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
emitter - - -Emitter - - - - The emitter to add to this group.
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addPool(numEmitters, emitterOptions, createNew) → {Group}

- - - - - -
- Add a pool of emitters to this particle group -
- - - - - - - - - -
Parameters:
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NameTypeDescription
numEmitters - - -Number - - - - The number of emitters to add to the pool.
emitterOptions - - -EmitterOptions -| - -Array - - - - An object, or array of objects, describing the options to pass to each emitter.
createNew - - -Boolean - - - - Should a new emitter be created if the pool runs out?
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Returns:
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- This group instance. -
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-
- Type -
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- -Group - - -
-
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dispose() → {Group}

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- Dipose the geometry and material for the group. -
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Returns:
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- Group instance. -
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-
- Type -
-
- -Group - - -
-
- - - - - - - - - - -

getFromPool() → {Emitter|null}

- - - - - -
- Fetch a single emitter instance from the pool. -If there are no objects in the pool, a new emitter will be -created if specified. -
- - - - - - - - - - - - - -
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-
- Type -
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- -Emitter -| - -null - - -
-
- - - - - - - - - - -

getPool() → {Array}

- - - - - -
- Get the pool array -
- - - - - - - - - - - - - -
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-
- Type -
-
- -Array - - -
-
- - - - - - - - - - -

releaseIntoPool(emitter) → {Group}

- - - - - -
- Release an emitter into the pool. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
emitter - - -ShaderParticleEmitter - - - -
- - - - - - -
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Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- This group instance. -
- - - -
-
- Type -
-
- -Group - - -
-
- - - - - - - - - - -

removeEmitter(emitter)

- - - - - -
- Removes an SPE.Emitter instance from this group. When called, -all particle's belonging to the given emitter will be instantly -removed from the scene. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
emitter - - -Emitter - - - - The emitter to add to this group.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - -

tick(dtopt)

- - - - - -
- Simulate all the emitter's belonging to this group, updating -attribute values along the way. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeAttributesDefaultDescription
dt - - -Number - - - - - - <optional>
- - - - - -
- - Group's `fixedTimeStep` value - - The number of seconds to simulate the group's emitters for (deltaTime)
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - -

triggerPoolEmitter(numEmitters, positionopt) → {Group}

- - - - - -
- Set a given number of emitters as alive, with an optional position -vector3 to move them to. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeAttributesDescription
numEmitters - - -Number - - - - - - - - - - The number of emitters to activate
position - - -Object - - - - - - <optional>
- - - - - -
A THREE.Vector3 instance describing the position to activate the emitter(s) at.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- This group instance. -
- - - -
-
- Type -
-
- -Group - - -
-
- - - - - - - - - - - -
- -
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - \ No newline at end of file diff --git a/docs/api/SPE.ShaderAttribute.html b/docs/api/SPE.ShaderAttribute.html deleted file mode 100644 index 593b636..0000000 --- a/docs/api/SPE.ShaderAttribute.html +++ /dev/null @@ -1,1416 +0,0 @@ - - - - - JSDoc: Class: ShaderAttribute - - - - - - - - - - -
- -

Class: ShaderAttribute

- - - - - - -
- -
- -

- SPE. - - ShaderAttribute -

- - -
- -
-
- - - - - -

new ShaderAttribute(type, dynamicBufferopt, arrayTypeopt)

- - - - - -
- A helper to handle creating and updating a THREE.BufferAttribute instance. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeAttributesDescription
type - - -String - - - - - - - - - - The buffer attribute type. See SPE.ShaderAttribute.typeSizeMap for valid values.
dynamicBuffer - - -Boolean - - - - - - <optional>
- - - - - -
Whether this buffer attribute should be marked as dynamic or not.
arrayType - - -function - - - - - - <optional>
- - - - - -
A reference to a TypedArray constructor. Defaults to Float32Array if none provided.
- - - - - - -
- - - - - - - - - - - - - - - - - - -
Author:
-
-
    -
  • Luke Moody
  • -
-
- - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - -

Members

- - - -

(static) typeSizeMap :Number

- - - - -
- A map of uniform types to their component size. -
- - - -
Type:
-
    -
  • - -Number - - -
  • -
- - - - - -
Properties:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
f - - -Number - - - - Float
v2 - - -Number - - - - Vec2
v3 - - -Number - - - - Vec3
v4 - - -Number - - - - Vec4
c - - -Number - - - - Color
m3 - - -Number - - - - Mat3
m4 - - -Number - - - - Mat4
- - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - -

Methods

- - - - - - -

_createBufferAttribute(size)

- - - - - -
- Creates a THREE.BufferAttribute instance if one doesn't exist already. - -Ensures a typed array is present by calling _ensureTypedArray() first. - -If a buffer attribute exists already, then it will be marked as needing an update. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
size - - -Number - - - - The size of the typed array to create if one doesn't exist, or resize existing array to.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - -

_ensureTypedArray(size)

- - - - - -
- Make sure this attribute has a typed array associated with it. - -If it does, then it will ensure the typed array is of the correct size. - -If not, a new SPE.TypedArrayHelper instance will be created. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
size - - -Number - - - - The size of the typed array to create or update to.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - -

flagUpdate()

- - - - - -
- Calculate the number of indices that this attribute should mark as needing -updating. Also marks the attribute as needing an update. -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - -

getLength() → {Number}

- - - - - -
- Returns the length of the typed array associated with this attribute. -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- The length of the typed array. Will be 0 if no typed array has been created yet. -
- - - -
-
- Type -
-
- -Number - - -
-
- - - - - - - - - - -

resetUpdateRange()

- - - - - -
- Reset the index update counts for this attribute -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - -

setUpdateRange(min, max)

- - - - - -
- Calculate the minimum and maximum update range for this buffer attribute using -component size independant min and max values. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
min - - -Number - - - - The start of the range to mark as needing an update.
max - - -Number - - - - The end of the range to mark as needing an update.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - -

splice(start, end)

- - - - - -
- Perform a splice operation on this attribute's buffer. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
start - - -Number - - - - The start index of the splice. Will be multiplied by the number of components for this attribute.
end - - -Number - - - - The end index of the splice. Will be multiplied by the number of components for this attribute.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - -
- -
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - \ No newline at end of file diff --git a/docs/api/SPE.TypedArrayHelper.html b/docs/api/SPE.TypedArrayHelper.html deleted file mode 100644 index a1f3109..0000000 --- a/docs/api/SPE.TypedArrayHelper.html +++ /dev/null @@ -1,3308 +0,0 @@ - - - - - JSDoc: Class: TypedArrayHelper - - - - - - - - - - -
- -

Class: TypedArrayHelper

- - - - - - -
- -
- -

- SPE. - - TypedArrayHelper -

- - -
- -
-
- - - - - -

new TypedArrayHelper(TypedArrayConstructor, size, componentSize, indexOffset)

- - - - - -
- A helper class for TypedArrays. - -Allows for easy resizing, assignment of various component-based -types (Vector2s, Vector3s, Vector4s, Mat3s, Mat4s), -as well as Colors (where components are `r`, `g`, `b`), -Numbers, and setting from other TypedArrays. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
TypedArrayConstructor - - -function - - - - The constructor to use (Float32Array, Uint8Array, etc.)
size - - -Number - - - - The size of the array to create
componentSize - - -Number - - - - The number of components per-value (ie. 3 for a vec3, 9 for a Mat3, etc.)
indexOffset - - -Number - - - - The index in the array from which to start assigning values. Default `0` if none provided
- - - - - - -
- - - - - - - - - - - - - - - - - - -
Author:
-
-
    -
  • Luke Moody
  • -
-
- - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - -

Methods

- - - - - - -

getComponentValueAtIndex(index) → {TypedArray}

- - - - - -
- Returns the component value of the array at the given index, taking into account -the `indexOffset` property of this class. - -If the componentSize is set to 3, then it will return a new TypedArray -of length 3. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index in the array to fetch.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- The component value at the given index. -
- - - -
-
- Type -
-
- -TypedArray - - -
-
- - - - - - - - - - -

getValueAtIndex(index) → {Number}

- - - - - -
- Returns the value of the array at the given index, taking into account -the `indexOffset` property of this class. - -Note that this function ignores the component size and will just return a -single value. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index in the array to fetch.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- The value at the given index. -
- - - -
-
- Type -
-
- -Number - - -
-
- - - - - - - - - - -

grow(size) → {SPE.TypedArrayHelper}

- - - - - -
- Grows the internal array. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
size - - -Number - - - - The new size of the typed array. Must be larger than `this.array.length`.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setColor(index, color) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Color value at `index`. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the vec3 values from.
color - - -Color - - - - Any object that has `r`, `g`, and `b` properties.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setFromArray(index, array) → {SPE.TypedArrayHelper}

- - - - - -
- Copies from the given TypedArray into this one, using the index argument -as the start position. Alias for `TypedArray.set`. Will automatically resize -if the given source array is of a larger size than the internal array. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The start position from which to copy into this array.
array - - -TypedArray - - - - The array from which to copy; the source array.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setMat3(index, mat3) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Matrix3 value at `index`. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the matrix values from.
mat3 - - -Matrix3 - - - - The 3x3 matrix to set from. Must have a TypedArray property named `elements` to copy from.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setMat4(index, mat3) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Matrix4 value at `index`. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the matrix values from.
mat3 - - -Matrix4 - - - - The 4x4 matrix to set from. Must have a TypedArray property named `elements` to copy from.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setNumber(index, numericValue) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Number value at `index`. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the vec3 values from.
numericValue - - -Number - - - - The number to assign to this index in the array.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setSize(size)

- - - - - -
- Sets the size of the internal array. - -Delegates to `this.shrink` or `this.grow` depending on size -argument's relation to the current size of the internal array. - -Note that if the array is to be shrunk, data will be lost. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
size - - -Number - - - - The new size of the array.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - - - - - - - - -

setVec2(index, vec2) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Vector2 value at `index`. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the vec2 values from.
vec2 - - -Vector2 - - - - Any object that has `x` and `y` properties.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setVec2Components(index, x, y) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Vector2 value using raw components. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the vec2 values from.
x - - -Number - - - - The Vec2's `x` component.
y - - -Number - - - - The Vec2's `y` component.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setVec3(index, vec2) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Vector3 value at `index`. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the vec3 values from.
vec2 - - -Vector3 - - - - Any object that has `x`, `y`, and `z` properties.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setVec3Components(index, x, y, z) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Vector3 value using raw components. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the vec3 values from.
x - - -Number - - - - The Vec3's `x` component.
y - - -Number - - - - The Vec3's `y` component.
z - - -Number - - - - The Vec3's `z` component.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setVec4(index, vec2) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Vector4 value at `index`. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the vec4 values from.
vec2 - - -Vector4 - - - - Any object that has `x`, `y`, `z`, and `w` properties.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

setVec4Components(index, x, y, z, w) → {SPE.TypedArrayHelper}

- - - - - -
- Set a Vector4 value using raw components. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
index - - -Number - - - - The index at which to set the vec4 values from.
x - - -Number - - - - The Vec4's `x` component.
y - - -Number - - - - The Vec4's `y` component.
z - - -Number - - - - The Vec4's `z` component.
w - - -Number - - - - The Vec4's `w` component.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

shrink(size) → {SPE.TypedArrayHelper}

- - - - - -
- Shrinks the internal array. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
size - - -Number - - - - The new size of the typed array. Must be smaller than `this.array.length`.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- Instance of this class. -
- - - -
-
- Type -
-
- -SPE.TypedArrayHelper - - -
-
- - - - - - - - - - -

splice(start, end) → {Object}

- - - - - -
- Perform a splice operation on this array's buffer. -
- - - - - - - - - -
Parameters:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
start - - -Number - - - - The start index of the splice. Will be multiplied by the number of components for this attribute.
end - - -Number - - - - The end index of the splice. Will be multiplied by the number of components for this attribute.
- - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - -
Returns:
- - -
- The SPE.TypedArrayHelper instance. -
- - - -
-
- Type -
-
- -Object - - -
-
- - - - - - - - - - - -
- -
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - \ No newline at end of file diff --git a/docs/api/SPE.html b/docs/api/SPE.html deleted file mode 100644 index 2098aee..0000000 --- a/docs/api/SPE.html +++ /dev/null @@ -1,427 +0,0 @@ - - - - - JSDoc: Namespace: SPE - - - - - - - - - - -
- -

Namespace: SPE

- - - - - - -
- -
- -

- SPE -

- - -
- -
-
- - -
Namespace for Shader Particle Engine. - -All SPE-related code sits under this namespace.
- - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - -
- - - - - - -

Classes

- -
-
Emitter
-
- -
Group
-
- -
ShaderAttribute
-
- -
TypedArrayHelper
-
-
- - - - - -

Namespaces

- -
-
utils
-
-
- - - -

Members

- - - -

(static) distributions :Number

- - - - -
- A map of supported distribution types used -by SPE.Emitter instances. - -These distribution types can be applied to -an emitter globally, which will affect the -`position`, `velocity`, and `acceleration` -value calculations for an emitter, or they -can be applied on a per-property basis. -
- - - -
Type:
-
    -
  • - -Number - - -
  • -
- - - - - -
Properties:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameTypeDescription
BOX - - -Number - - - - Values will be distributed within a box.
SPHERE - - -Number - - - - Values will be distributed on a sphere.
DISC - - -Number - - - - Values will be distributed on a 2d-disc shape.
- - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - -

(static) valueOverLifetimeLength :Number

- - - - -
- Set this value to however many 'steps' you -want value-over-lifetime properties to have. - -It's adjustable to fix an interpolation problem: - -Assuming you specify an opacity value as [0, 1, 0] - and the `valueOverLifetimeLength` is 4, then the - opacity value array will be reinterpolated to - be [0, 0.66, 0.66, 0]. - This isn't ideal, as particles would never reach - full opacity. - -NOTE: - This property affects the length of ALL - value-over-lifetime properties for ALL - emitters and ALL groups. - - Only values >= 3 && <= 4 are allowed. -
- - - -
Type:
-
    -
  • - -Number - - -
  • -
- - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Source:
-
- - - - - - - -
- - - - - - - - - - - - - - -
- -
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - \ No newline at end of file diff --git a/docs/api/SPE.js.html b/docs/api/SPE.js.html deleted file mode 100644 index 1bafb2f..0000000 --- a/docs/api/SPE.js.html +++ /dev/null @@ -1,132 +0,0 @@ - - - - - JSDoc: Source: SPE.js - - - - - - - - - - -
- -

Source: SPE.js

- - - - - - -
-
-
/**
- * @typedef {Number} distribution
- * @property {Number} SPE.distributions.BOX Values will be distributed within a box.
- * @property {Number} SPE.distributions.SPHERE Values will be distributed within a sphere.
- * @property {Number} SPE.distributions.DISC Values will be distributed within a 2D disc.
- */
-
-/**
- * Namespace for Shader Particle Engine.
- *
- * All SPE-related code sits under this namespace.
- *
- * @type {Object}
- * @namespace
- */
-var SPE = {
-
-    /**
-     * A map of supported distribution types used
-     * by SPE.Emitter instances.
-     *
-     * These distribution types can be applied to
-     * an emitter globally, which will affect the
-     * `position`, `velocity`, and `acceleration`
-     * value calculations for an emitter, or they
-     * can be applied on a per-property basis.
-     *
-     * @enum {Number}
-     */
-    distributions: {
-        /**
-         * Values will be distributed within a box.
-         * @type {Number}
-         */
-        BOX: 1,
-
-        /**
-         * Values will be distributed on a sphere.
-         * @type {Number}
-         */
-        SPHERE: 2,
-
-        /**
-         * Values will be distributed on a 2d-disc shape.
-         * @type {Number}
-         */
-        DISC: 3,
-    },
-
-
-    /**
-     * Set this value to however many 'steps' you
-     * want value-over-lifetime properties to have.
-     *
-     * It's adjustable to fix an interpolation problem:
-     *
-     * Assuming you specify an opacity value as [0, 1, 0]
-     *      and the `valueOverLifetimeLength` is 4, then the
-     *      opacity value array will be reinterpolated to
-     *      be [0, 0.66, 0.66, 0].
-     *   This isn't ideal, as particles would never reach
-     *   full opacity.
-     *
-     * NOTE:
-     *     This property affects the length of ALL
-     *       value-over-lifetime properties for ALL
-     *       emitters and ALL groups.
-     *
-     *     Only values >= 3 && <= 4 are allowed.
-     *
-     * @type {Number}
-     */
-    valueOverLifetimeLength: 4
-};
-
-// Module loader support:
-if ( typeof define === 'function' && define.amd ) {
-    define( 'spe', SPE );
-}
-else if ( typeof exports !== 'undefined' && typeof module !== 'undefined' ) {
-    module.exports = SPE;
-}
-
-
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - diff --git a/docs/api/constants_distributions.js.html b/docs/api/constants_distributions.js.html new file mode 100644 index 0000000..4841495 --- /dev/null +++ b/docs/api/constants_distributions.js.html @@ -0,0 +1,88 @@ + + + + + JSDoc: Source: constants/distributions.js + + + + + + + + + + +
+ +

Source: constants/distributions.js

+ + + + + + +
+
+
/**
+ * A map of supported distribution types used
+ * by SPE.Emitter instances.
+ *
+ * These distribution types can be applied to
+ * an emitter globally, which will affect the
+ * `position`, `velocity`, and `acceleration`
+ * value calculations for an emitter, or they
+ * can be applied on a per-property basis.
+ *
+ * @enum {Number}
+ */
+export default {
+
+	/**
+	 * Values will be distributed within a box.
+	 * @type {Number}
+	 */
+	BOX: 1,
+
+	/**
+	 * Values will be distributed on a sphere.
+	 * @type {Number}
+	 */
+	SPHERE: 2,
+
+	/**
+	 * Values will be distributed on a 2d-disc shape.
+	 * @type {Number}
+	 */
+	DISC: 3,
+
+	/**
+	 * Values will be distributed along a line.
+	 * @type {Number}
+	 */
+	LINE: 4,
+};
+
+
+ + + + +
+ + + +
+ +
+ Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time) +
+ + + + + diff --git a/docs/api/constants_typeSizeMap.js.html b/docs/api/constants_typeSizeMap.js.html new file mode 100644 index 0000000..d75f91f --- /dev/null +++ b/docs/api/constants_typeSizeMap.js.html @@ -0,0 +1,100 @@ + + + + + JSDoc: Source: constants/typeSizeMap.js + + + + + + + + + + +
+ +

Source: constants/typeSizeMap.js

+ + + + + + +
+
+
/**
+ * A map of uniform types to their component size.
+ * @enum {Number}
+ */
+export default {
+
+	/**
+	 * Float
+	 * @type {Number}
+	 */
+	f: 1,
+
+	/**
+	 * Vec2
+	 * @type {Number}
+	 */
+	v2: 2,
+
+	/**
+	 * Vec3
+	 * @type {Number}
+	 */
+	v3: 3,
+
+	/**
+	 * Vec4
+	 * @type {Number}
+	 */
+	v4: 4,
+
+	/**
+	 * Color
+	 * @type {Number}
+	 */
+	c: 3,
+
+	/**
+	 * Mat3
+	 * @type {Number}
+	 */
+	m3: 9,
+
+	/**
+	 * Mat4
+	 * @type {Number}
+	 */
+	m4: 16,
+};
+
+
+
+
+ + + + +
+ + + +
+ +
+ Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time) +
+ + + + + diff --git a/docs/api/constants_valueTypes.js.html b/docs/api/constants_valueTypes.js.html new file mode 100644 index 0000000..f388594 --- /dev/null +++ b/docs/api/constants_valueTypes.js.html @@ -0,0 +1,77 @@ + + + + + JSDoc: Source: constants/valueTypes.js + + + + + + + + + + +
+ +

Source: constants/valueTypes.js

+ + + + + + +
+
+
export default {
+
+	/**
+	 * Boolean type.
+	 * @type {String}
+	 */
+	BOOLEAN: 'boolean',
+
+	/**
+	 * String type.
+	 * @type {String}
+	 */
+	STRING: 'string',
+
+	/**
+	 * Number type.
+	 * @type {String}
+	 */
+	NUMBER: 'number',
+
+	/**
+	 * Object type.
+	 * @type {String}
+	 */
+	OBJECT: 'object',
+};
+
+
+
+ + + + +
+ + + +
+ +
+ Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time) +
+ + + + + diff --git a/docs/api/core_Emitter.js.html b/docs/api/core_Emitter.js.html new file mode 100644 index 0000000..df6b6c5 --- /dev/null +++ b/docs/api/core_Emitter.js.html @@ -0,0 +1,1005 @@ + + + + + JSDoc: Source: core/Emitter.js + + + + + + + + + + +
+ +

Source: core/Emitter.js

+ + + + + + +
+
+
import * as THREE from 'three';
+import valueTypes from '@/constants/valueTypes';
+import distributions from '@/constants/distributions';
+import globals from '@/constants/globals';
+import utils from './utils';
+
+const HAS_OWN = Object.prototype.hasOwnProperty;
+
+/**
+ * An SPE.Emitter instance.
+ * @typedef {Object} Emitter
+ * @see SPE.Emitter
+ */
+
+/**
+ * A map of options to configure an SPE.Emitter instance.
+ *
+ * @typedef {Object} EmitterOptions
+ *
+ * @property {distribution} [type=BOX] The default distribution this emitter should use to control
+ *                         its particle's spawn position and force behaviour.
+ *                         Must be an distributions.* value.
+ *
+ *
+ * @property {Number} [particleCount=100] The total number of particles this emitter will hold. NOTE: this is not the number
+ *                                  of particles emitted in a second, or anything like that. The number of particles
+ *                                  emitted per-second is calculated by particleCount / maxAge (approximately!)
+ *
+ * @property {Number|null} [duration=null] The duration in seconds that this emitter should live for. If not specified, the emitter
+ *                                         will emit particles indefinitely.
+ *                                         NOTE: When an emitter is older than a specified duration, the emitter is NOT removed from
+ *                                         it's group, but rather is just marked as dead, allowing it to be reanimated at a later time
+ *                                         using `SPE.Emitter.prototype.enable()`.
+ *
+ * @property {Boolean} [isStatic=false] Whether this emitter should be not be simulated (true).
+ * @property {Boolean} [activeMultiplier=1] A value between 0 and 1 describing what percentage of this emitter's particlesPerSecond should be
+ *                                          emitted, where 0 is 0%, and 1 is 100%.
+ *                                          For example, having an emitter with 100 particles, a maxAge of 2, yields a particlesPerSecond
+ *                                          value of 50. Setting `activeMultiplier` to 0.5, then, will only emit 25 particles per second (0.5 = 50%).
+ *                                          Values greater than 1 will emulate a burst of particles, causing the emitter to run out of particles
+ *                                          before it's next activation cycle.
+ *
+ * @property {Boolean} [direction=1] The direction of the emitter. If value is `1`, emitter will start at beginning of particle's lifecycle.
+ *                                   If value is `-1`, emitter will start at end of particle's lifecycle and work it's way backwards.
+ *
+ * @property {Object} [maxAge={}] An object describing the particle's maximum age in seconds.
+ * @property {Number} [maxAge.value=2] A number between 0 and 1 describing the amount of maxAge to apply to all particles.
+ * @property {Number} [maxAge.spread=0] A number describing the maxAge variance on a per-particle basis.
+ *
+ *
+ * @property {Object} [position={}] An object describing this emitter's position.
+ * @property {Object} [position.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base position.
+ * @property {Object} [position.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's position variance on a per-particle basis.
+ *                                                          Note that when using a SPHERE or DISC distribution, only the x-component
+ *                                                          of this vector is used.
+ *                                                          When using a LINE distribution, this value is the endpoint of the LINE.
+ * @property {Object} [position.spreadClamp=new THREE.Vector3()] A THREE.Vector3 instance describing the numeric multiples the particle's should
+ *                                                               be spread out over.
+ *                                                               Note that when using a SPHERE or DISC distribution, only the x-component
+ *                                                               of this vector is used.
+ *                                                               When using a LINE distribution, this property is ignored.
+ * @property {Number} [position.radius=10] This emitter's base radius.
+ * @property {Object} [position.radiusScale=new THREE.Vector3()] A THREE.Vector3 instance describing the radius's scale in all three axes. Allows a SPHERE or DISC to be squashed or stretched.
+ * @property {distribution} [position.distribution=value of the `type` option.] A specific distribution to use when radiusing particles. Overrides the `type` option.
+ * @property {Boolean} [position.randomise=false] When a particle is re-spawned, whether it's position should be re-randomised or not. Can incur a performance hit.
+ *
+ *
+ * @property {Object} [velocity={}] An object describing this particle velocity.
+ * @property {Object} [velocity.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base velocity.
+ * @property {Object} [velocity.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's velocity variance on a per-particle basis.
+ *                                                          Note that when using a SPHERE or DISC distribution, only the x-component
+ *                                                          of this vector is used.
+ * @property {distribution} [velocity.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's velocity. Overrides the `type` option.
+ * @property {Boolean} [velocity.randomise=false] When a particle is re-spawned, whether it's velocity should be re-randomised or not. Can incur a performance hit.
+ *
+ *
+ * @property {Object} [acceleration={}] An object describing this particle's acceleration.
+ * @property {Object} [acceleration.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base acceleration.
+ * @property {Object} [acceleration.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's acceleration variance on a per-particle basis.
+ *                           Note that when using a SPHERE or DISC distribution, only the x-component
+ *                           of this vector is used.
+ * @property {distribution} [acceleration.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's acceleration. Overrides the `type` option.
+ * @property {Boolean} [acceleration.randomise=false] When a particle is re-spawned, whether it's acceleration should be re-randomised or not. Can incur a performance hit.
+ *
+ *
+ * @property {Object} [drag={}] An object describing this particle drag. Drag is applied to both velocity and acceleration values.
+ * @property {Number} [drag.value=0] A number between 0 and 1 describing the amount of drag to apply to all particles.
+ * @property {Number} [drag.spread=0] A number describing the drag variance on a per-particle basis.
+ * @property {Boolean} [drag.randomise=false] When a particle is re-spawned, whether it's drag should be re-randomised or not. Can incur a performance hit.
+ *
+ *
+ * @property {Object} [wiggle={}] This is quite a fun one! The values of this object will determine whether a particle will wiggle, or jiggle, or wave,
+ *                                or shimmy, or waggle, or... Well you get the idea. The wiggle is calculated over-time, meaning that a particle will
+ *                                start off with no wiggle, and end up wiggling about with the distance of the `value` specified by the time it dies.
+ *                                It's quite handy to simulate fire embers, or similar effects where the particle's position should slightly change over
+ *                                time, and such change isn't easily controlled by rotation, velocity, or acceleration. The wiggle is a combination of sin and cos calculations, so is circular in nature.
+ * @property {Number} [wiggle.value=0] A number describing the amount of wiggle to apply to all particles. It's measured in distance.
+ * @property {Number} [wiggle.spread=0] A number describing the wiggle variance on a per-particle basis.
+ *
+ *
+ * @property {Object} [rotation={}] An object describing this emitter's rotation. It can either be static, or set to rotate from 0radians to the value of `rotation.value`
+ *                                  over a particle's lifetime. Rotation values affect both a particle's position and the forces applied to it.
+ * @property {Object} [rotation.axis=new THREE.Vector3(0, 1, 0)] A THREE.Vector3 instance describing this emitter's axis of rotation.
+ * @property {Object} [rotation.axisSpread=new THREE.Vector3()] A THREE.Vector3 instance describing the amount of variance to apply to the axis of rotation on
+ *                                                              a per-particle basis.
+ * @property {Number} [rotation.angle=0] The angle of rotation, given in radians. If `rotation.static` is true, the emitter will start off rotated at this angle, and stay as such.
+ *                                       Otherwise, the particles will rotate from 0radians to this value over their lifetimes.
+ * @property {Number} [rotation.angleSpread=0] The amount of variance in each particle's rotation angle.
+ * @property {Boolean} [rotation.static=false] Whether the rotation should be static or not.
+ * @property {Object} [rotation.center=The value of `position.value`] A THREE.Vector3 instance describing the center point of rotation.
+ * @property {Boolean} [rotation.randomise=false] When a particle is re-spawned, whether it's rotation should be re-randomised or not. Can incur a performance hit.
+ *
+ *
+ * @property {Object} [color={}] An object describing a particle's color. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
+ *                               given to describe specific value changes over a particle's lifetime.
+ *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of THREE.Color instances are given, then the array will be interpolated to
+ *                               have a length matching the value of SPE.valueOverLifetimeLength.
+ * @property {Object} [color.value=new THREE.Color()] Either a single THREE.Color instance, or an array of THREE.Color instances to describe the color of a particle over it's lifetime.
+ * @property {Object} [color.spread=new THREE.Vector3()] Either a single THREE.Vector3 instance, or an array of THREE.Vector3 instances to describe the color variance of a particle over it's lifetime.
+ * @property {Boolean} [color.randomise=false] When a particle is re-spawned, whether it's color should be re-randomised or not. Can incur a performance hit.
+ *
+ *
+ * @property {Object} [opacity={}] An object describing a particle's opacity. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
+ *                               given to describe specific value changes over a particle's lifetime.
+ *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
+ *                               have a length matching the value of SPE.valueOverLifetimeLength.
+ * @property {Number} [opacity.value=1] Either a single number, or an array of numbers to describe the opacity of a particle over it's lifetime.
+ * @property {Number} [opacity.spread=0] Either a single number, or an array of numbers to describe the opacity variance of a particle over it's lifetime.
+ * @property {Boolean} [opacity.randomise=false] When a particle is re-spawned, whether it's opacity should be re-randomised or not. Can incur a performance hit.
+ *
+ *
+ * @property {Object} [size={}] An object describing a particle's size. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
+ *                               given to describe specific value changes over a particle's lifetime.
+ *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
+ *                               have a length matching the value of SPE.valueOverLifetimeLength.
+ * @property {Number} [size.value=1] Either a single number, or an array of numbers to describe the size of a particle over it's lifetime.
+ * @property {Number} [size.spread=0] Either a single number, or an array of numbers to describe the size variance of a particle over it's lifetime.
+ * @property {Boolean} [size.randomise=false] When a particle is re-spawned, whether it's size should be re-randomised or not. Can incur a performance hit.
+ *
+ *
+ * @property {Object} [angle={}] An object describing a particle's angle. The angle is a 2d-rotation, measured in radians, applied to the particle's texture.
+ *                               NOTE: if a particle's texture is a sprite-sheet, this value IS IGNORED.
+ *                               This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
+ *                               given to describe specific value changes over a particle's lifetime.
+ *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
+ *                               have a length matching the value of SPE.valueOverLifetimeLength.
+ * @property {Number} [angle.value=0] Either a single number, or an array of numbers to describe the angle of a particle over it's lifetime.
+ * @property {Number} [angle.spread=0] Either a single number, or an array of numbers to describe the angle variance of a particle over it's lifetime.
+ * @property {Boolean} [angle.randomise=false] When a particle is re-spawned, whether it's angle should be re-randomised or not. Can incur a performance hit.
+ *
+ */
+
+/**
+ * The SPE.Emitter class.
+ *
+ * @constructor
+ *
+ * @param {EmitterOptions} options A map of options to configure the emitter.
+ */
+export default class Emitter {
+	constructor( opts ) {
+		// Ensure we have a map of options to play with,
+		// and that each option is in the correct format.
+		const options = utils.ensureTypedArg( opts, valueTypes.OBJECT, {} );
+		options.position = utils.ensureTypedArg( options.position, valueTypes.OBJECT, {} );
+		options.velocity = utils.ensureTypedArg( options.velocity, valueTypes.OBJECT, {} );
+		options.acceleration = utils.ensureTypedArg( options.acceleration, valueTypes.OBJECT, {} );
+		options.radius = utils.ensureTypedArg( options.radius, valueTypes.OBJECT, {} );
+		options.drag = utils.ensureTypedArg( options.drag, valueTypes.OBJECT, {} );
+		options.rotation = utils.ensureTypedArg( options.rotation, valueTypes.OBJECT, {} );
+		options.color = utils.ensureTypedArg( options.color, valueTypes.OBJECT, {} );
+		options.opacity = utils.ensureTypedArg( options.opacity, valueTypes.OBJECT, {} );
+		options.size = utils.ensureTypedArg( options.size, valueTypes.OBJECT, {} );
+		options.angle = utils.ensureTypedArg( options.angle, valueTypes.OBJECT, {} );
+		options.wiggle = utils.ensureTypedArg( options.wiggle, valueTypes.OBJECT, {} );
+		options.maxAge = utils.ensureTypedArg( options.maxAge, valueTypes.OBJECT, {} );
+
+		if ( options.onParticleSpawn ) {
+			console.warn( 'onParticleSpawn has been removed. Please set properties directly to alter values at runtime.' );
+		}
+
+		this.uuid = THREE.Math.generateUUID();
+
+		this.type = utils.ensureTypedArg( options.type, valueTypes.NUMBER, distributions.BOX );
+
+		// Start assigning properties...kicking it off with props that DON'T support values over
+		// lifetimes.
+		//
+		// Btw, values over lifetimes are just the new way of referring to *Start, *Middle, and *End.
+		this.position = {
+			_value: utils.ensureInstanceOf( options.position.value, THREE.Vector3, new THREE.Vector3() ),
+			_spread: utils.ensureInstanceOf( options.position.spread, THREE.Vector3, new THREE.Vector3() ),
+			_spreadClamp: utils.ensureInstanceOf( options.position.spreadClamp, THREE.Vector3, new THREE.Vector3() ),
+			_distribution: utils.ensureTypedArg( options.position.distribution, valueTypes.NUMBER, this.type ),
+			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
+			_radius: utils.ensureTypedArg( options.position.radius, valueTypes.NUMBER, 10 ),
+			_radiusScale: utils.ensureInstanceOf( options.position.radiusScale, THREE.Vector3, new THREE.Vector3( 1, 1, 1 ) ),
+			_distributionClamp: utils.ensureTypedArg( options.position.distributionClamp, valueTypes.NUMBER, 0 ),
+		};
+
+		this.velocity = {
+			_value: utils.ensureInstanceOf( options.velocity.value, THREE.Vector3, new THREE.Vector3() ),
+			_spread: utils.ensureInstanceOf( options.velocity.spread, THREE.Vector3, new THREE.Vector3() ),
+			_distribution: utils.ensureTypedArg( options.velocity.distribution, valueTypes.NUMBER, this.type ),
+			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
+		};
+
+		this.acceleration = {
+			_value: utils.ensureInstanceOf( options.acceleration.value, THREE.Vector3, new THREE.Vector3() ),
+			_spread: utils.ensureInstanceOf( options.acceleration.spread, THREE.Vector3, new THREE.Vector3() ),
+			_distribution: utils.ensureTypedArg( options.acceleration.distribution, valueTypes.NUMBER, this.type ),
+			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
+		};
+
+		this.drag = {
+			_value: utils.ensureTypedArg( options.drag.value, valueTypes.NUMBER, 0 ),
+			_spread: utils.ensureTypedArg( options.drag.spread, valueTypes.NUMBER, 0 ),
+			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
+		};
+
+		this.wiggle = {
+			_value: utils.ensureTypedArg( options.wiggle.value, valueTypes.NUMBER, 0 ),
+			_spread: utils.ensureTypedArg( options.wiggle.spread, valueTypes.NUMBER, 0 ),
+		};
+
+		this.rotation = {
+			_axis: utils.ensureInstanceOf( options.rotation.axis, THREE.Vector3, new THREE.Vector3( 0.0, 1.0, 0.0 ) ),
+			_axisSpread: utils.ensureInstanceOf( options.rotation.axisSpread, THREE.Vector3, new THREE.Vector3() ),
+			_angle: utils.ensureTypedArg( options.rotation.angle, valueTypes.NUMBER, 0 ),
+			_angleSpread: utils.ensureTypedArg( options.rotation.angleSpread, valueTypes.NUMBER, 0 ),
+			_static: utils.ensureTypedArg( options.rotation.static, valueTypes.BOOLEAN, false ),
+			_center: utils.ensureInstanceOf( options.rotation.center, THREE.Vector3, this.position._value.clone() ),
+			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
+		};
+
+
+		this.maxAge = {
+			_value: utils.ensureTypedArg( options.maxAge.value, valueTypes.NUMBER, 2 ),
+			_spread: utils.ensureTypedArg( options.maxAge.spread, valueTypes.NUMBER, 0 ),
+		};
+
+
+
+		// The following properties can support either single values, or an array of values that change
+		// the property over a particle's lifetime (value over lifetime).
+		this.color = {
+			_value: utils.ensureArrayInstanceOf( options.color.value, THREE.Color, new THREE.Color() ),
+			_spread: utils.ensureArrayInstanceOf( options.color.spread, THREE.Vector3, new THREE.Vector3() ),
+			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
+		};
+
+		this.opacity = {
+			_value: utils.ensureArrayTypedArg( options.opacity.value, valueTypes.NUMBER, 1 ),
+			_spread: utils.ensureArrayTypedArg( options.opacity.spread, valueTypes.NUMBER, 0 ),
+			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
+		};
+
+		this.size = {
+			_value: utils.ensureArrayTypedArg( options.size.value, valueTypes.NUMBER, 1 ),
+			_spread: utils.ensureArrayTypedArg( options.size.spread, valueTypes.NUMBER, 0 ),
+			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
+		};
+
+		this.angle = {
+			_value: utils.ensureArrayTypedArg( options.angle.value, valueTypes.NUMBER, 0 ),
+			_spread: utils.ensureArrayTypedArg( options.angle.spread, valueTypes.NUMBER, 0 ),
+			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
+		};
+
+
+		// Assign renaining option values.
+		this.particleCount = utils.ensureTypedArg( options.particleCount, valueTypes.NUMBER, 100 );
+		this.duration = utils.ensureTypedArg( options.duration, valueTypes.NUMBER, null );
+		this.isStatic = utils.ensureTypedArg( options.isStatic, valueTypes.BOOLEAN, false );
+		this.activeMultiplier = utils.ensureTypedArg( options.activeMultiplier, valueTypes.NUMBER, 1 );
+		this.direction = utils.ensureTypedArg( options.direction, valueTypes.NUMBER, 1 );
+
+		// Whether this emitter is alive or not.
+		this.alive = utils.ensureTypedArg( options.alive, valueTypes.BOOLEAN, true );
+
+
+		// The following properties are set internally and are not
+		// user-controllable.
+		this.particlesPerSecond = 0;
+
+		// The current particle index for which particles should
+		// be marked as active on the next update cycle.
+		this.activationIndex = 0;
+
+		// The offset in the typed arrays this emitter's
+		// particle's values will start at
+		this.attributeOffset = 0;
+
+		// The end of the range in the attribute buffers
+		this.attributeEnd = 0;
+
+
+
+		// Holds the time the emitter has been alive for.
+		this.age = 0.0;
+
+		// Holds the number of currently-alive particles
+		this.activeParticleCount = 0.0;
+
+		// Holds a reference to this emitter's group once
+		// it's added to one.
+		this.group = null;
+
+		// Holds a reference to this emitter's group's attributes object
+		// for easier access.
+		this.attributes = null;
+
+		// Holds a reference to the params attribute's typed array
+		// for quicker access.
+		this.paramsArray = null;
+
+		// A set of flags to determine whether particular properties
+		// should be re-randomised when a particle is reset.
+		//
+		// If a `randomise` property is given, this is preferred.
+		// Otherwise, it looks at whether a spread value has been
+		// given.
+		//
+		// It allows randomization to be turned off as desired. If
+		// all randomization is turned off, then I'd expect a performance
+		// boost as no attribute buffers (excluding the `params`)
+		// would have to be re-passed to the GPU each frame (since nothing
+		// except the `params` attribute would have changed).
+		this.resetFlags = {
+			// params: utils.ensureTypedArg( options.maxAge.randomise, valueTypes.BOOLEAN, !!options.maxAge.spread ) ||
+			//     utils.ensureTypedArg( options.wiggle.randomise, valueTypes.BOOLEAN, !!options.wiggle.spread ),
+			position: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ) ||
+				utils.ensureTypedArg( options.radius.randomise, valueTypes.BOOLEAN, false ),
+			velocity: utils.ensureTypedArg( options.velocity.randomise, valueTypes.BOOLEAN, false ),
+			acceleration: utils.ensureTypedArg( options.acceleration.randomise, valueTypes.BOOLEAN, false ) ||
+				utils.ensureTypedArg( options.drag.randomise, valueTypes.BOOLEAN, false ),
+			rotation: utils.ensureTypedArg( options.rotation.randomise, valueTypes.BOOLEAN, false ),
+			rotationCenter: utils.ensureTypedArg( options.rotation.randomise, valueTypes.BOOLEAN, false ),
+			size: utils.ensureTypedArg( options.size.randomise, valueTypes.BOOLEAN, false ),
+			color: utils.ensureTypedArg( options.color.randomise, valueTypes.BOOLEAN, false ),
+			opacity: utils.ensureTypedArg( options.opacity.randomise, valueTypes.BOOLEAN, false ),
+			angle: utils.ensureTypedArg( options.angle.randomise, valueTypes.BOOLEAN, false ),
+		};
+
+		this.updateFlags = {};
+		this.updateCounts = {};
+
+		// A map to indicate which emitter parameters should update
+		// which attribute.
+		this.updateMap = {
+			maxAge: 'params',
+			position: 'position',
+			velocity: 'velocity',
+			acceleration: 'acceleration',
+			drag: 'acceleration',
+			wiggle: 'params',
+			rotation: 'rotation',
+			size: 'size',
+			color: 'color',
+			opacity: 'opacity',
+			angle: 'angle',
+		};
+
+		for ( const i in this.updateMap ) {
+			if ( HAS_OWN.call( this.updateMap, i ) ) {
+				this.updateCounts[ this.updateMap[ i ] ] = 0.0;
+				this.updateFlags[ this.updateMap[ i ] ] = false;
+				this._createGetterSetters( this[ i ], i );
+			}
+		}
+
+		this.bufferUpdateRanges = {};
+		this.attributeKeys = null;
+		this.attributeCount = 0;
+
+
+		// Ensure that the value-over-lifetime property objects above
+		// have value and spread properties that are of the same length.
+		//
+		// Also, for now, make sure they have a length of 3 (min/max arguments here).
+		utils.ensureValueOverLifetimeCompliance( this.color, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );
+		utils.ensureValueOverLifetimeCompliance( this.opacity, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );
+		utils.ensureValueOverLifetimeCompliance( this.size, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );
+		utils.ensureValueOverLifetimeCompliance( this.angle, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );
+	}
+
+	_createGetterSetters( propObj, propName ) {
+		const self = this;
+
+		for ( const i in propObj ) {
+			if ( HAS_OWN.call( propObj, i ) ) {
+
+				const name = i.replace( '_', '' );
+
+				Object.defineProperty( propObj, name, {
+					get: ( function( prop ) {
+						return function() {
+							return this[ prop ];
+						};
+					}( i ) ),
+
+					set: ( function( prop ) {
+						return function( value ) {
+							const mapName = self.updateMap[ propName ],
+								prevValue = this[ prop ],
+								length = globals.valueOverLifetimeLength;
+
+							if ( prop === '_rotationCenter' ) {
+								self.updateFlags.rotationCenter = true;
+								self.updateCounts.rotationCenter = 0.0;
+							}
+							else if ( prop === '_randomise' ) {
+								self.resetFlags[ mapName ] = value;
+							}
+							else {
+								self.updateFlags[ mapName ] = true;
+								self.updateCounts[ mapName ] = 0.0;
+							}
+
+							self.group._updateDefines();
+
+							this[ prop ] = value;
+
+							// If the previous value was an array, then make
+							// sure the provided value is interpolated correctly.
+							if ( Array.isArray( prevValue ) ) {
+								utils.ensureValueOverLifetimeCompliance( self[ propName ], length, length );
+							}
+						};
+					}( i ) ),
+				} );
+			}
+		}
+	}
+
+	_setBufferUpdateRanges( keys ) {
+		this.attributeKeys = keys;
+		this.attributeCount = keys.length;
+
+		for ( let i = this.attributeCount - 1; i >= 0; --i ) {
+			this.bufferUpdateRanges[ keys[ i ] ] = {
+				min: Number.POSITIVE_INFINITY,
+				max: Number.NEGATIVE_INFINITY,
+			};
+		}
+	}
+
+	_calculatePPSValue( groupMaxAge ) {
+		const particleCount = this.particleCount;
+
+		// Calculate the `particlesPerSecond` value for this emitter. It's used
+		// when determining which particles should die and which should live to
+		// see another day. Or be born, for that matter. The "God" property.
+		if ( this.duration ) {
+			this.particlesPerSecond = particleCount / ( groupMaxAge < this.duration ? groupMaxAge : this.duration );
+		}
+		else {
+			this.particlesPerSecond = particleCount / groupMaxAge;
+		}
+	}
+
+	_setAttributeOffset( startIndex ) {
+		this.attributeOffset = startIndex;
+		this.activationIndex = startIndex;
+		this.activationEnd = startIndex + this.particleCount;
+	}
+
+
+	_assignValue( prop, index ) {
+		switch ( prop ) {
+			case 'position':
+				this._assignPositionValue( index );
+				break;
+
+			case 'velocity':
+			case 'acceleration':
+				this._assignForceValue( index, prop );
+				break;
+
+			case 'size':
+			case 'opacity':
+				this._assignAbsLifetimeValue( index, prop );
+				break;
+
+			case 'angle':
+				this._assignAngleValue( index );
+				break;
+
+			case 'params':
+				this._assignParamsValue( index );
+				break;
+
+			case 'rotation':
+				this._assignRotationValue( index );
+				break;
+
+			case 'color':
+				this._assignColorValue( index );
+				break;
+		}
+	}
+
+	_assignPositionValue( index ) {
+		const prop = this.position,
+			attr = this.attributes.position,
+			value = prop._value,
+			spread = prop._spread,
+			distribution = prop._distribution;
+
+		switch ( distribution ) {
+			case distributions.BOX:
+				utils.randomVector3( attr, index, value, spread, prop._spreadClamp );
+				break;
+
+			case distributions.SPHERE:
+				utils.randomVector3OnSphere( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x, prop._distributionClamp || this.particleCount );
+				break;
+
+			case distributions.DISC:
+				utils.randomVector3OnDisc( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x );
+				break;
+
+			case distributions.LINE:
+				utils.randomVector3OnLine( attr, index, value, spread );
+				break;
+		}
+	}
+
+	_assignForceValue( index, attrName ) {
+		const prop = this[ attrName ],
+			value = prop._value,
+			spread = prop._spread,
+			distribution = prop._distribution;
+		let pos,
+			positionX,
+			positionY,
+			positionZ,
+			i;
+
+		switch ( distribution ) {
+			case distributions.BOX:
+				utils.randomVector3( this.attributes[ attrName ], index, value, spread );
+				break;
+
+			case distributions.SPHERE:
+				pos = this.attributes.position.typedArray.array;
+				i = index * 3;
+
+				// Ensure position values aren't zero, otherwise no force will be
+				// applied.
+				// positionX = utils.zeroToEpsilon( pos[ i ], true );
+				// positionY = utils.zeroToEpsilon( pos[ i + 1 ], true );
+				// positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );
+				positionX = pos[ i ];
+				positionY = pos[ i + 1 ];
+				positionZ = pos[ i + 2 ];
+
+				utils.randomDirectionVector3OnSphere(
+					this.attributes[ attrName ], index,
+					positionX, positionY, positionZ,
+					this.position._value,
+					prop._value.x,
+					prop._spread.x
+				);
+				break;
+
+			case distributions.DISC:
+				pos = this.attributes.position.typedArray.array;
+				i = index * 3;
+
+				// Ensure position values aren't zero, otherwise no force will be
+				// applied.
+				// positionX = utils.zeroToEpsilon( pos[ i ], true );
+				// positionY = utils.zeroToEpsilon( pos[ i + 1 ], true );
+				// positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );
+				positionX = pos[ i ];
+				positionY = pos[ i + 1 ];
+				positionZ = pos[ i + 2 ];
+
+				utils.randomDirectionVector3OnDisc(
+					this.attributes[ attrName ], index,
+					positionX, positionY, positionZ,
+					this.position._value,
+					prop._value.x,
+					prop._spread.x
+				);
+				break;
+
+			case distributions.LINE:
+				utils.randomVector3OnLine( this.attributes[ attrName ], index, value, spread );
+				break;
+		}
+
+		if ( attrName === 'acceleration' ) {
+			const drag = utils.clamp( utils.randomFloat( this.drag._value, this.drag._spread ), 0, 1 );
+			this.attributes.acceleration.typedArray.array[ index * 4 + 3 ] = drag;
+		}
+	}
+
+	_assignAbsLifetimeValue( index, propName ) {
+		const array = this.attributes[ propName ].typedArray,
+			prop = this[ propName ];
+
+		if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
+			const value = Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) );
+			array.setVec4Components( index, value, value, value, value );
+		}
+		else {
+			array.setVec4Components( index,
+				Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) ),
+				Math.abs( utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ) ),
+				Math.abs( utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ) ),
+				Math.abs( utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] ) )
+			);
+		}
+	}
+
+	_assignAngleValue( index ) {
+		const array = this.attributes.angle.typedArray,
+			prop = this.angle;
+
+		if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
+			const value = utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] );
+			array.setVec4Components( index, value, value, value, value );
+		}
+		else {
+			array.setVec4Components( index,
+				utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ),
+				utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ),
+				utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ),
+				utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] )
+			);
+		}
+	}
+
+	_assignParamsValue( index ) {
+		this.attributes.params.typedArray.setVec4Components( index,
+			this.isStatic ? 1 : 0,
+			0.0,
+			Math.abs( utils.randomFloat( this.maxAge._value, this.maxAge._spread ) ),
+			utils.randomFloat( this.wiggle._value, this.wiggle._spread )
+		);
+	}
+
+	_assignRotationValue( index ) {
+		this.attributes.rotation.typedArray.setVec3Components( index,
+			utils.getPackedRotationAxis( this.rotation._axis, this.rotation._axisSpread ),
+			utils.randomFloat( this.rotation._angle, this.rotation._angleSpread ),
+			this.rotation._static ? 0 : 1
+		);
+
+		this.attributes.rotationCenter.typedArray.setVec3( index, this.rotation._center );
+	}
+
+	_assignColorValue( index ) {
+		utils.randomColorAsHex( this.attributes.color, index, this.color._value, this.color._spread );
+	}
+
+	_resetParticle( index ) {
+		const resetFlags = this.resetFlags,
+			updateFlags = this.updateFlags,
+			updateCounts = this.updateCounts,
+			keys = this.attributeKeys;
+		let key,
+			updateFlag;
+
+		for ( let i = this.attributeCount - 1; i >= 0; --i ) {
+			key = keys[ i ];
+			updateFlag = updateFlags[ key ];
+
+			if ( resetFlags[ key ] === true || updateFlag === true ) {
+				this._assignValue( key, index );
+				this._updateAttributeUpdateRange( key, index );
+
+				if ( updateFlag === true && updateCounts[ key ] === this.particleCount ) {
+					updateFlags[ key ] = false;
+					updateCounts[ key ] = 0.0;
+				}
+				else if ( updateFlag == true ) {
+					++updateCounts[ key ];
+				}
+			}
+		}
+	}
+
+	_updateAttributeUpdateRange( attr, i ) {
+		var ranges = this.bufferUpdateRanges[ attr ];
+
+		ranges.min = Math.min( i, ranges.min );
+		ranges.max = Math.max( i, ranges.max );
+	}
+
+	_resetBufferRanges() {
+		const ranges = this.bufferUpdateRanges,
+			keys = this.bufferUpdateKeys;
+		let i = this.bufferUpdateCount - 1,
+			key;
+
+		for ( i; i >= 0; --i ) {
+			key = keys[ i ];
+			ranges[ key ].min = Number.POSITIVE_INFINITY;
+			ranges[ key ].max = Number.NEGATIVE_INFINITY;
+		}
+	}
+
+	_onRemove() {
+		// Reset any properties of the emitter that were set by
+		// a group when it was added.
+		this.particlesPerSecond = 0;
+		this.attributeOffset = 0;
+		this.activationIndex = 0;
+		this.activeParticleCount = 0;
+		this.group = null;
+		this.attributes = null;
+		this.paramsArray = null;
+		this.age = 0.0;
+	}
+
+	_decrementParticleCount() {
+		--this.activeParticleCount;
+
+		// TODO:
+		//  - Trigger event if count === 0.
+	}
+
+	_incrementParticleCount() {
+		'use strict';
+		++this.activeParticleCount;
+
+		// TODO:
+		//  - Trigger event if count === this.particleCount.
+	}
+
+	_checkParticleAges( start, end, params, dt ) {
+		for ( let i = end - 1, index, maxAge, age, alive; i >= start; --i ) {
+			index = i * 4;
+
+			alive = params[ index ];
+
+			if ( alive === 0.0 ) {
+				continue;
+			}
+
+			// Increment age
+			age = params[ index + 1 ];
+			maxAge = params[ index + 2 ];
+
+			if ( this.direction === 1 ) {
+				age += dt;
+
+				if ( age >= maxAge ) {
+					age = 0.0;
+					alive = 0.0;
+					this._decrementParticleCount();
+				}
+			}
+			else {
+				age -= dt;
+
+				if ( age <= 0.0 ) {
+					age = maxAge;
+					alive = 0.0;
+					this._decrementParticleCount();
+				}
+			}
+
+			params[ index ] = alive;
+			params[ index + 1 ] = age;
+
+			this._updateAttributeUpdateRange( 'params', i );
+		}
+	}
+
+	_activateParticles( activationStart, activationEnd, params, dtPerParticle ) {
+		const direction = this.direction;
+
+		for ( let i = activationStart, index, dtValue; i < activationEnd; ++i ) {
+			index = i * 4;
+
+			// Don't re-activate particles that aren't dead yet.
+			// if ( params[ index ] !== 0.0 && ( this.particleCount !== 1 || this.activeMultiplier !== 1 ) ) {
+			//     continue;
+			// }
+
+			if ( params[ index ] != 0.0 && this.particleCount !== 1 ) {
+				continue;
+			}
+
+			// Increment the active particle count.
+			this._incrementParticleCount();
+
+			// Mark the particle as alive.
+			params[ index ] = 1.0;
+
+			// Reset the particle
+			this._resetParticle( i );
+
+			// Move each particle being activated to
+			// it's actual position in time.
+			//
+			// This stops particles being 'clumped' together
+			// when frame rates are on the lower side of 60fps
+			// or not constant (a very real possibility!)
+			dtValue = dtPerParticle * ( i - activationStart );
+			params[ index + 1 ] = direction === -1 ? params[ index + 2 ] - dtValue : dtValue;
+
+			this._updateAttributeUpdateRange( 'params', i );
+		}
+	}
+
+	/**
+	 * Simulates one frame's worth of particles, updating particles
+	 * that are already alive, and marking ones that are currently dead
+	 * but should be alive as alive.
+	 *
+	 * If the emitter is marked as static, then this function will do nothing.
+	 *
+	 * @param  {Number} dt The number of seconds to simulate (deltaTime)
+	 */
+	tick( dt ) {
+		if ( this.isStatic ) {
+			return;
+		}
+
+		if ( this.paramsArray === null ) {
+			this.paramsArray = this.attributes.params.typedArray.array;
+		}
+
+		const start = this.attributeOffset,
+			end = start + this.particleCount,
+			params = this.paramsArray, // vec3( alive, age, maxAge, wiggle )
+			ppsDt = this.particlesPerSecond * this.activeMultiplier * dt,
+			activationIndex = this.activationIndex;
+
+		// Reset the buffer update indices.
+		this._resetBufferRanges();
+
+		// Increment age for those particles that are alive,
+		// and kill off any particles whose age is over the limit.
+		this._checkParticleAges( start, end, params, dt );
+
+		// If the emitter is dead, reset the age of the emitter to zero,
+		// ready to go again if required
+		if ( this.alive === false ) {
+			this.age = 0.0;
+			return;
+		}
+
+		// If the emitter has a specified lifetime and we've exceeded it,
+		// mark the emitter as dead.
+		if ( this.duration !== null && this.age > this.duration ) {
+			this.alive = false;
+			this.age = 0.0;
+			return;
+		}
+
+
+		const activationStart = this.particleCount === 1 ? activationIndex : ( activationIndex | 0 ),
+			activationEnd = Math.min( activationStart + ppsDt, this.activationEnd ),
+			activationCount = activationEnd - this.activationIndex | 0,
+			dtPerParticle = activationCount > 0 ? dt / activationCount : 0;
+
+		this._activateParticles( activationStart, activationEnd, params, dtPerParticle );
+
+		// Move the activation window forward, soldier.
+		this.activationIndex += ppsDt;
+
+		if ( this.activationIndex > end ) {
+			this.activationIndex = start;
+		}
+
+
+		// Increment the age of the emitter.
+		this.age += dt;
+	}
+
+	/**
+	 * Resets all the emitter's particles to their start positions
+	 * and marks the particles as dead if the `force` argument is
+	 * true.
+	 *
+	 * @param  {Boolean} [force=undefined] If true, all particles will be marked as dead instantly.
+	 * @return {Emitter}       This emitter instance.
+	 */
+	reset( force ) {
+		this.age = 0.0;
+		this.alive = false;
+
+		if ( force === true ) {
+			const start = this.attributeOffset,
+				end = start + this.particleCount,
+				array = this.paramsArray,
+				attr = this.attributes.params.bufferAttribute;
+
+			for ( let i = end - 1, index; i >= start; --i ) {
+				index = i * 4;
+
+				array[ index ] = 0.0;
+				array[ index + 1 ] = 0.0;
+			}
+
+			attr.updateRange.offset = 0;
+			attr.updateRange.count = -1;
+			attr.needsUpdate = true;
+		}
+
+		return this;
+	}
+
+	/**
+	 * Enables the emitter. If not already enabled, the emitter
+	 * will start emitting particles.
+	 *
+	 * @return {Emitter} This emitter instance.
+	 */
+	enable() {
+		this.alive = true;
+		return this;
+	}
+
+	/**
+	 * Disables th emitter, but does not instantly remove it's
+	 * particles fromt the scene. When called, the emitter will be
+	 * 'switched off' and just stop emitting. Any particle's alive will
+	 * be allowed to finish their lifecycle.
+	 *
+	 * @return {Emitter} This emitter instance.
+	 */
+	disable() {
+		this.alive = false;
+		return this;
+	}
+
+	/**
+	 * Remove this emitter from it's parent group (if it has been added to one).
+	 * Delgates to Group.prototype.removeEmitter().
+	 *
+	 * When called, all particle's belonging to this emitter will be instantly
+	 * removed from the scene.
+	 *
+	 * @return {Emitter} This emitter instance.
+	 *
+	 * @see Group.prototype.removeEmitter
+	 */
+	remove() {
+		if ( this.group !== null ) {
+			this.group.removeEmitter( this );
+		}
+		else {
+			console.error( 'Emitter does not belong to a group, cannot remove.' );
+		}
+
+		return this;
+	}
+}
+
+
+ + + + +
+ + + +
+ +
+ Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time) +
+ + + + + diff --git a/docs/api/core_Group.js.html b/docs/api/core_Group.js.html new file mode 100644 index 0000000..82f9402 --- /dev/null +++ b/docs/api/core_Group.js.html @@ -0,0 +1,775 @@ + + + + + JSDoc: Source: core/Group.js + + + + + + + + + + +
+ +

Source: core/Group.js

+ + + + + + +
+
+
import * as THREE from 'three';
+import valueTypes from '@/constants/valueTypes';
+import globals from '@/constants/globals';
+import utils from './utils';
+import ShaderAttribute from '@/helpers/ShaderAttribute';
+import shaders from '@/shaders/shaders';
+import Emitter from './Emitter';
+
+const HAS_OWN = Object.prototype.hasOwnProperty;
+
+/**
+ * An SPE.Group instance.
+ * @typedef {Object} Group
+ * @see SPE.Group
+ */
+
+/**
+ * A map of options to configure an SPE.Group instance.
+ * @typedef {Object} GroupOptions
+ *
+ * @property {Object} texture An object describing the texture used by the group.
+ *
+ * @property {Object} texture.value An instance of THREE.Texture.
+ *
+ * @property {Object=} texture.frames A THREE.Vector2 instance describing the number
+ *                                    of frames on the x- and y-axis of the given texture.
+ *                                    If not provided, the texture will NOT be treated as
+ *                                    a sprite-sheet and as such will NOT be animated.
+ *
+ * @property {Number} [texture.frameCount=texture.frames.x * texture.frames.y] The total number of frames in the sprite-sheet.
+ *                                                                   Allows for sprite-sheets that don't fill the entire
+ *                                                                   texture.
+ *
+ * @property {Number} texture.loop The number of loops through the sprite-sheet that should
+ *                                 be performed over the course of a single particle's lifetime.
+ *
+ * @property {Number} fixedTimeStep If no `dt` (or `deltaTime`) value is passed to this group's
+ *                                  `tick()` function, this number will be used to move the particle
+ *                                  simulation forward. Value in SECONDS.
+ *
+ * @property {Boolean} hasPerspective Whether the distance a particle is from the camera should affect
+ *                                    the particle's size.
+ *
+ * @property {Boolean} colorize Whether the particles in this group should be rendered with color, or
+ *                              whether the only color of particles will come from the provided texture.
+ *
+ * @property {Number} blending One of Three.js's blending modes to apply to this group's `ShaderMaterial`.
+ *
+ * @property {Boolean} transparent Whether these particle's should be rendered with transparency.
+ *
+ * @property {Number} alphaTest Sets the alpha value to be used when running an alpha test on the `texture.value` property. Value between 0 and 1.
+ *
+ * @property {Boolean} depthWrite Whether rendering the group has any effect on the depth buffer.
+ *
+ * @property {Boolean} depthTest Whether to have depth test enabled when rendering this group.
+ *
+ * @property {Boolean} fog Whether this group's particles should be affected by their scene's fog.
+ *
+ * @property {Number} scale The scale factor to apply to this group's particle sizes. Useful for
+ *                          setting particle sizes to be relative to renderer size.
+ */
+
+
+/**
+ * The SPE.Group class. Creates a new group, containing a material, geometry, and mesh.
+ *
+ * @constructor
+ * @param {GroupOptions} options A map of options to configure the group instance.
+ */
+export default class Group {
+	constructor( opts ) {
+		// Ensure we have a map of options to play with
+		const options = utils.ensureTypedArg( opts, valueTypes.OBJECT, {} );
+		options.texture = utils.ensureTypedArg( options.texture, valueTypes.OBJECT, {} );
+
+		// Assign a UUID to this instance
+		this.uuid = THREE.Math.generateUUID();
+
+		// If no `deltaTime` value is passed to the `SPE.Group.tick` function,
+		// the value of this property will be used to advance the simulation.
+		this.fixedTimeStep = utils.ensureTypedArg( options.fixedTimeStep, valueTypes.NUMBER, 0.016 );
+
+		// Set properties used in the uniforms map, starting with the
+		// texture stuff.
+		this.texture = utils.ensureInstanceOf( options.texture.value, THREE.Texture, null );
+		this.textureFrames = utils.ensureInstanceOf( options.texture.frames, THREE.Vector2, new THREE.Vector2( 1, 1 ) );
+		this.textureFrameCount = utils.ensureTypedArg( options.texture.frameCount, valueTypes.NUMBER, this.textureFrames.x * this.textureFrames.y );
+		this.textureLoop = utils.ensureTypedArg( options.texture.loop, valueTypes.NUMBER, 1 );
+		this.textureFrames.max( new THREE.Vector2( 1, 1 ) );
+
+		this.hasPerspective = utils.ensureTypedArg( options.hasPerspective, valueTypes.BOOLEAN, true );
+		this.colorize = utils.ensureTypedArg( options.colorize, valueTypes.BOOLEAN, true );
+
+		this.maxParticleCount = utils.ensureTypedArg( options.maxParticleCount, valueTypes.NUMBER, null );
+
+
+		// Set properties used to define the ShaderMaterial's appearance.
+		this.blending = utils.ensureTypedArg( options.blending, valueTypes.NUMBER, THREE.AdditiveBlending );
+		this.transparent = utils.ensureTypedArg( options.transparent, valueTypes.BOOLEAN, true );
+		this.alphaTest = parseFloat( utils.ensureTypedArg( options.alphaTest, valueTypes.NUMBER, 0.0 ) );
+		this.depthWrite = utils.ensureTypedArg( options.depthWrite, valueTypes.BOOLEAN, false );
+		this.depthTest = utils.ensureTypedArg( options.depthTest, valueTypes.BOOLEAN, true );
+		this.fog = utils.ensureTypedArg( options.fog, valueTypes.BOOLEAN, true );
+		this.scale = utils.ensureTypedArg( options.scale, valueTypes.NUMBER, 300 );
+
+		// Where emitter's go to curl up in a warm blanket and live
+		// out their days.
+		this.emitters = [];
+		this.emitterIDs = [];
+
+		// Create properties for use by the emitter pooling functions.
+		this._pool = [];
+		this._poolCreationSettings = null;
+		this._createNewWhenPoolEmpty = 0;
+
+		// Whether all attributes should be forced to updated
+		// their entire buffer contents on the next tick.
+		//
+		// Used when an emitter is removed.
+		this._attributesNeedRefresh = false;
+		this._attributesNeedDynamicReset = false;
+
+		this.particleCount = 0;
+
+
+		// Map of uniforms to be applied to the ShaderMaterial instance.
+		this.uniforms = {
+			tex: {
+				type: 't',
+				value: this.texture,
+			},
+			textureAnimation: {
+				type: 'v4',
+				value: new THREE.Vector4(
+					this.textureFrames.x,
+					this.textureFrames.y,
+					this.textureFrameCount,
+					Math.max( Math.abs( this.textureLoop ), 1.0 )
+				),
+			},
+			fogColor: {
+				type: 'c',
+				value: this.fog ? new THREE.Color() : null,
+			},
+			fogNear: {
+				type: 'f',
+				value: 10,
+			},
+			fogFar: {
+				type: 'f',
+				value: 200,
+			},
+			fogDensity: {
+				type: 'f',
+				value: 0.5,
+			},
+			deltaTime: {
+				type: 'f',
+				value: 0,
+			},
+			runTime: {
+				type: 'f',
+				value: 0,
+			},
+			scale: {
+				type: 'f',
+				value: this.scale,
+			},
+		};
+
+		// Add some defines into the mix...
+		this.defines = {
+			HAS_PERSPECTIVE: this.hasPerspective,
+			COLORIZE: this.colorize,
+			VALUE_OVER_LIFETIME_LENGTH: globals.valueOverLifetimeLength,
+
+			SHOULD_ROTATE_TEXTURE: false,
+			SHOULD_ROTATE_PARTICLES: false,
+			SHOULD_WIGGLE_PARTICLES: false,
+
+			SHOULD_CALCULATE_SPRITE: this.textureFrames.x > 1 || this.textureFrames.y > 1,
+		};
+
+		// Map of all attributes to be applied to the particles.
+		//
+		// See `ShaderAttribute` for a bit more info on this.
+		this.attributes = {
+			position: new ShaderAttribute( 'v3', true ),
+			acceleration: new ShaderAttribute( 'v4', true ), // w component is drag
+			velocity: new ShaderAttribute( 'v3', true ),
+			rotation: new ShaderAttribute( 'v4', true ),
+			rotationCenter: new ShaderAttribute( 'v3', true ),
+			params: new ShaderAttribute( 'v4', true ), // Holds (alive, age, delay, wiggle)
+			size: new ShaderAttribute( 'v4', true ),
+			angle: new ShaderAttribute( 'v4', true ),
+			color: new ShaderAttribute( 'v4', true ),
+			opacity: new ShaderAttribute( 'v4', true ),
+		};
+
+		this.attributeKeys = Object.keys( this.attributes );
+		this.attributeCount = this.attributeKeys.length;
+
+		// Create the ShaderMaterial instance that'll help render the
+		// particles.
+		this.material = new THREE.ShaderMaterial( {
+			uniforms: this.uniforms,
+			vertexShader: shaders.vertex,
+			fragmentShader: shaders.fragment,
+			blending: this.blending,
+			transparent: this.transparent,
+			alphaTest: this.alphaTest,
+			depthWrite: this.depthWrite,
+			depthTest: this.depthTest,
+			defines: this.defines,
+			fog: this.fog,
+		} );
+
+		// Create the BufferGeometry and Points instances, ensuring
+		// the geometry and material are given to the latter.
+		this.geometry = new THREE.BufferGeometry();
+		this.mesh = new THREE.Points( this.geometry, this.material );
+
+		if ( this.maxParticleCount === null ) {
+			console.warn( 'SPE.Group: No maxParticleCount specified. Adding emitters after rendering will probably cause errors.' );
+		}
+	}
+
+	_updateDefines() {
+		const emitters = this.emitters,
+			defines = this.defines;
+		let emitter,
+			i = emitters.length - 1;
+
+		for ( i; i >= 0; --i ) {
+			emitter = emitters[ i ];
+
+			// Only do angle calculation if there's no spritesheet defined.
+			//
+			// Saves calculations being done and then overwritten in the shaders.
+			if ( !defines.SHOULD_CALCULATE_SPRITE ) {
+				defines.SHOULD_ROTATE_TEXTURE = defines.SHOULD_ROTATE_TEXTURE || !!Math.max(
+					Math.max.apply( null, emitter.angle.value ),
+					Math.max.apply( null, emitter.angle.spread )
+				);
+			}
+
+			defines.SHOULD_ROTATE_PARTICLES = defines.SHOULD_ROTATE_PARTICLES || !!Math.max(
+				emitter.rotation.angle,
+				emitter.rotation.angleSpread
+			);
+
+			defines.SHOULD_WIGGLE_PARTICLES = defines.SHOULD_WIGGLE_PARTICLES || !!Math.max(
+				emitter.wiggle.value,
+				emitter.wiggle.spread
+			);
+		}
+
+		this.material.needsUpdate = true;
+	}
+
+	_applyAttributesToGeometry() {
+		const attributes = this.attributes,
+			geometry = this.geometry,
+			geometryAttributes = geometry.attributes;
+		let attribute,
+			geometryAttribute;
+
+		// Loop through all the shader attributes and assign (or re-assign)
+		// typed array buffers to each one.
+		for ( const attr in attributes ) {
+			if ( HAS_OWN.call( attributes, attr ) ) {
+				attribute = attributes[ attr ];
+				geometryAttribute = geometryAttributes[ attr ];
+
+				// Update the array if this attribute exists on the geometry.
+				//
+				// This needs to be done because the attribute's typed array might have
+				// been resized and reinstantiated, and might now be looking at a
+				// different ArrayBuffer, so reference needs updating.
+				if ( geometryAttribute ) {
+					geometryAttribute.array = attribute.typedArray.array;
+				}
+
+				// // Add the attribute to the geometry if it doesn't already exist.
+				else {
+					geometry.addAttribute( attr, attribute.bufferAttribute );
+				}
+
+				// Mark the attribute as needing an update the next time a frame is rendered.
+				attribute.bufferAttribute.needsUpdate = true;
+			}
+		}
+
+		// Mark the draw range on the geometry. This will ensure
+		// only the values in the attribute buffers that are
+		// associated with a particle will be used in THREE's
+		// render cycle.
+		this.geometry.setDrawRange( 0, this.particleCount );
+	}
+
+	/**
+     * Adds an SPE.Emitter instance to this group, creating particle values and
+     * assigning them to this group's shader attributes.
+     *
+     * @param {Emitter} emitter The emitter to add to this group.
+     */
+	addEmitter( emitter ) {
+		// Ensure an actual emitter instance is passed here.
+		//
+		// Decided not to throw here, just in case a scene's
+		// rendering would be paused. Logging an error instead
+		// of stopping execution if exceptions aren't caught.
+		if ( emitter instanceof Emitter === false ) {
+			console.error( '`emitter` argument must be instance of Emitter. Was provided with:', emitter );
+			return;
+		}
+
+		// If the emitter already exists as a member of this group, then
+		// stop here, we don't want to add it again.
+		else if ( this.emitterIDs.indexOf( emitter.uuid ) > -1 ) {
+			console.error( 'Emitter already exists in this group. Will not add again.' );
+			return;
+		}
+
+		// And finally, if the emitter is a member of another group,
+		// don't add it to this group.
+		else if ( emitter.group !== null ) {
+			console.error( 'Emitter already belongs to another group. Will not add to requested group.' );
+			return;
+		}
+
+		const attributes = this.attributes,
+			start = this.particleCount,
+			end = start + emitter.particleCount;
+
+		// Update this group's particle count.
+		this.particleCount = end;
+
+		// Emit a warning if the emitter being added will exceed the buffer sizes specified.
+		if ( this.maxParticleCount !== null && this.particleCount > this.maxParticleCount ) {
+			console.warn( 'SPE.Group: maxParticleCount exceeded. Requesting', this.particleCount, 'particles, can support only', this.maxParticleCount );
+		}
+
+
+		// Set the `particlesPerSecond` value (PPS) on the emitter.
+		// It's used to determine how many particles to release
+		// on a per-frame basis.
+		emitter._calculatePPSValue( emitter.maxAge._value + emitter.maxAge._spread );
+		emitter._setBufferUpdateRanges( this.attributeKeys );
+
+		// Store the offset value in the TypedArray attributes for this emitter.
+		emitter._setAttributeOffset( start );
+
+		// Save a reference to this group on the emitter so it knows
+		// where it belongs.
+		emitter.group = this;
+
+		// Store reference to the attributes on the emitter for
+		// easier access during the emitter's tick function.
+		emitter.attributes = this.attributes;
+
+
+
+		// Ensure the attributes and their BufferAttributes exist, and their
+		// TypedArrays are of the correct size.
+		for ( const attr in attributes ) {
+			if ( HAS_OWN.call( attributes, attr ) ) {
+				// When creating a buffer, pass through the maxParticle count
+				// if one is specified.
+				attributes[ attr ]._createBufferAttribute(
+					this.maxParticleCount !== null ?
+						this.maxParticleCount :
+						this.particleCount
+				);
+			}
+		}
+
+		// Loop through each particle this emitter wants to have, and create the attributes values,
+		// storing them in the TypedArrays that each attribute holds.
+		for ( let i = start; i < end; ++i ) {
+			emitter._assignPositionValue( i );
+			emitter._assignForceValue( i, 'velocity' );
+			emitter._assignForceValue( i, 'acceleration' );
+			emitter._assignAbsLifetimeValue( i, 'opacity' );
+			emitter._assignAbsLifetimeValue( i, 'size' );
+			emitter._assignAngleValue( i );
+			emitter._assignRotationValue( i );
+			emitter._assignParamsValue( i );
+			emitter._assignColorValue( i );
+		}
+
+		// Update the geometry and make sure the attributes are referencing
+		// the typed arrays properly.
+		this._applyAttributesToGeometry();
+
+		// Store this emitter in this group's emitter's store.
+		this.emitters.push( emitter );
+		this.emitterIDs.push( emitter.uuid );
+
+		// Update certain flags to enable shader calculations only if they're necessary.
+		this._updateDefines( emitter );
+
+		// Update the material since defines might have changed
+		this.material.needsUpdate = true;
+		this.geometry.needsUpdate = true;
+		this._attributesNeedRefresh = true;
+
+		// Return the group to enable chaining.
+		return this;
+	}
+
+	/**
+     * Removes an Emitter instance from this group. When called,
+     * all particle's belonging to the given emitter will be instantly
+     * removed from the scene.
+     *
+     * @param {Emitter} emitter The emitter to add to this group.
+     */
+	removeEmitter( emitter ) {
+		const emitterIndex = this.emitterIDs.indexOf( emitter.uuid );
+
+		// Ensure an actual emitter instance is passed here.
+		//
+		// Decided not to throw here, just in case a scene's
+		// rendering would be paused. Logging an error instead
+		// of stopping execution if exceptions aren't caught.
+		if ( emitter instanceof Emitter === false ) {
+			console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter );
+			return;
+		}
+
+		// Issue an error if the emitter isn't a member of this group.
+		else if ( emitterIndex === -1 ) {
+			console.error( 'Emitter does not exist in this group. Will not remove.' );
+			return;
+		}
+
+		// Kill all particles by marking them as dead
+		// and their age as 0.
+		const start = emitter.attributeOffset,
+			end = start + emitter.particleCount,
+			params = this.attributes.params.typedArray;
+
+		// Set alive and age to zero.
+		for ( let i = start; i < end; ++i ) {
+			params.array[ i * 4 ] = 0.0;
+			params.array[ i * 4 + 1 ] = 0.0;
+		}
+
+		// Remove the emitter from this group's "store".
+		this.emitters.splice( emitterIndex, 1 );
+		this.emitterIDs.splice( emitterIndex, 1 );
+
+		// Remove this emitter's attribute values from all shader attributes.
+		// The `.splice()` call here also marks each attribute's buffer
+		// as needing to update it's entire contents.
+		for ( const attr in this.attributes ) {
+			if ( HAS_OWN.call( this.attributes, attr ) ) {
+				this.attributes[ attr ].splice( start, end );
+			}
+		}
+
+		// Ensure this group's particle count is correct.
+		this.particleCount -= emitter.particleCount;
+
+		// Call the emitter's remove method.
+		emitter._onRemove();
+
+		// Set a flag to indicate that the attribute buffers should
+		// be updated in their entirety on the next frame.
+		this._attributesNeedRefresh = true;
+	}
+
+
+	/**
+     * Fetch a single emitter instance from the pool.
+     * If there are no objects in the pool, a new emitter will be
+     * created if specified.
+     *
+     * @return {Emitter|null}
+     */
+	getFromPool() {
+		const pool = this._pool,
+			createNew = this._createNewWhenPoolEmpty;
+
+		if ( pool.length ) {
+			return pool.pop();
+		}
+		else if ( createNew ) {
+			const emitter = new Emitter( this._poolCreationSettings );
+
+			this.addEmitter( emitter );
+
+			return emitter;
+		}
+
+		return null;
+	}
+
+
+	/**
+     * Release an emitter into the pool.
+     *
+     * @param  {ShaderParticleEmitter} emitter
+     * @return {Group} This group instance.
+     */
+	releaseIntoPool( emitter ) {
+		if ( emitter instanceof Emitter === false ) {
+			console.error( 'Argument is not instanceof Emitter:', emitter );
+			return;
+		}
+
+		emitter.reset();
+		this._pool.unshift( emitter );
+
+		return this;
+	}
+
+
+	/**
+     * Get the pool array
+     *
+     * @return {Array}
+     */
+	getPool() {
+		return this._pool;
+	}
+
+
+	/**
+     * Add a pool of emitters to this particle group
+     *
+     * @param {Number} numEmitters      The number of emitters to add to the pool.
+     * @param {EmitterOptions|Array} emitterOptions  An object, or array of objects, describing the options to pass to each emitter.
+     * @param {Boolean} createNew       Should a new emitter be created if the pool runs out?
+     * @return {Group} This group instance.
+     */
+	addPool( numEmitters, emitterOptions, createNew ) {
+		// Save relevant settings and flags.
+		this._poolCreationSettings = emitterOptions;
+		this._createNewWhenPoolEmpty = !!createNew;
+
+		// Create the emitters, add them to this group and the pool.
+		for ( let i = 0; i < numEmitters; ++i ) {
+			let args;
+
+			if ( Array.isArray( emitterOptions ) ) {
+				args = emitterOptions[ i ];
+			}
+			else {
+				args = emitterOptions;
+			}
+
+			const emitter = new Emitter( args );
+
+			this.addEmitter( emitter );
+			this.releaseIntoPool( emitter );
+		}
+
+		return this;
+	}
+
+
+
+	_triggerSingleEmitter( pos ) {
+		const emitter = this.getFromPool();
+
+		if ( emitter === null ) {
+			console.log( 'Group pool ran out.' );
+			return;
+		}
+
+		// TODO:
+		// - Make sure buffers are update with the new position.
+		if ( pos instanceof THREE.Vector3 ) {
+			emitter.position.value.copy( pos );
+
+			// Trigger the setter for this property to force an
+			// update to the emitter's position attribute.
+			emitter.position.value = emitter.position.value; // eslint-disable-line
+		}
+
+		emitter.enable();
+
+		setTimeout( () => {
+			emitter.disable();
+			this.releaseIntoPool( emitter );
+		}, ( Math.max( emitter.duration, ( emitter.maxAge.value + emitter.maxAge.spread ) ) ) * 1000 );
+
+		return this;
+	}
+
+
+	/**
+     * Set a given number of emitters as alive, with an optional position
+     * vector3 to move them to.
+     *
+     * @param  {Number} numEmitters The number of emitters to activate
+     * @param  {Object} [position=undefined] A THREE.Vector3 instance describing the position to activate the emitter(s) at.
+     * @return {Group} This group instance.
+     */
+	triggerPoolEmitter( numEmitters, position ) {
+		if ( typeof numEmitters === 'number' && numEmitters > 1 ) {
+			for ( let i = 0; i < numEmitters; ++i ) {
+				this._triggerSingleEmitter( position );
+			}
+		}
+		else {
+			this._triggerSingleEmitter( position );
+		}
+
+		return this;
+	}
+
+
+
+	_updateUniforms( dt ) {
+		this.uniforms.runTime.value += dt;
+		this.uniforms.deltaTime.value = dt;
+	}
+
+	_resetBufferRanges() {
+		const keys = this.attributeKeys,
+			attrs = this.attributes;
+		let i = this.attributeCount - 1;
+
+		for ( i; i >= 0; --i ) {
+			attrs[ keys[ i ] ].resetUpdateRange();
+		}
+	}
+
+
+	_updateBuffers( emitter ) {
+		const keys = this.attributeKeys,
+			attrs = this.attributes,
+			emitterRanges = emitter.bufferUpdateRanges;
+		let key,
+			emitterAttr,
+			attr;
+
+		for ( let i = this.attributeCount - 1; i >= 0; --i ) {
+			key = keys[ i ];
+			emitterAttr = emitterRanges[ key ];
+			attr = attrs[ key ];
+			attr.setUpdateRange( emitterAttr.min, emitterAttr.max );
+			attr.flagUpdate();
+		}
+	}
+
+
+	/**
+     * Simulate all the emitter's belonging to this group, updating
+     * attribute values along the way.
+     * @param  {Number} [dt=Group's `fixedTimeStep` value] The number of seconds to simulate the group's emitters for (deltaTime)
+     */
+	tick( dt ) {
+		const emitters = this.emitters,
+			numEmitters = emitters.length,
+			deltaTime = dt || this.fixedTimeStep,
+			keys = this.attributeKeys,
+			attrs = this.attributes;
+
+		// Update uniform values.
+		this._updateUniforms( deltaTime );
+
+		// Reset buffer update ranges on the shader attributes.
+		this._resetBufferRanges();
+
+
+		// If nothing needs updating, then stop here.
+		if (
+			numEmitters === 0 &&
+            this._attributesNeedRefresh === false &&
+            this._attributesNeedDynamicReset === false
+		) {
+			return;
+		}
+
+		// Loop through each emitter in this group and
+		// simulate it, then update the shader attribute
+		// buffers.
+		for ( let i = 0, emitter; i < numEmitters; ++i ) {
+			emitter = emitters[ i ];
+			emitter.tick( deltaTime );
+			this._updateBuffers( emitter );
+		}
+
+		// If the shader attributes have been refreshed,
+		// then the dynamic properties of each buffer
+		// attribute will need to be reset back to
+		// what they should be.
+		if ( this._attributesNeedDynamicReset === true ) {
+			for ( let i = this.attributeCount - 1; i >= 0; --i ) {
+				attrs[ keys[ i ] ].resetDynamic();
+			}
+
+			this._attributesNeedDynamicReset = false;
+		}
+
+		// If this group's shader attributes need a full refresh
+		// then mark each attribute's buffer attribute as
+		// needing so.
+		if ( this._attributesNeedRefresh === true ) {
+			for ( let i = this.attributeCount - 1; i >= 0; --i ) {
+				attrs[ keys[ i ] ].forceUpdateAll();
+			}
+
+			this._attributesNeedRefresh = false;
+			this._attributesNeedDynamicReset = true;
+		}
+	}
+
+
+	/**
+     * Dipose the geometry and material for the group.
+     *
+     * @return {Group} Group instance.
+     */
+	dispose() {
+		this.geometry.dispose();
+		this.material.dispose();
+		return this;
+	}
+}
+
+
+
+ + + + +
+ + + +
+ +
+ Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time) +
+ + + + + diff --git a/docs/api/core_SPE.Emitter.js.html b/docs/api/core_SPE.Emitter.js.html deleted file mode 100644 index d677e2a..0000000 --- a/docs/api/core_SPE.Emitter.js.html +++ /dev/null @@ -1,1041 +0,0 @@ - - - - - JSDoc: Source: core/SPE.Emitter.js - - - - - - - - - - -
- -

Source: core/SPE.Emitter.js

- - - - - - -
-
-
/**
- * An SPE.Emitter instance.
- * @typedef {Object} Emitter
- * @see SPE.Emitter
- */
-
-/**
- * A map of options to configure an SPE.Emitter instance.
- *
- * @typedef {Object} EmitterOptions
- *
- * @property {distribution} [type=BOX] The default distribution this emitter should use to control
- *                         its particle's spawn position and force behaviour.
- *                         Must be an SPE.distributions.* value.
- *
- *
- * @property {Number} [particleCount=100] The total number of particles this emitter will hold. NOTE: this is not the number
- *                                  of particles emitted in a second, or anything like that. The number of particles
- *                                  emitted per-second is calculated by particleCount / maxAge (approximately!)
- *
- * @property {Number|null} [duration=null] The duration in seconds that this emitter should live for. If not specified, the emitter
- *                                         will emit particles indefinitely.
- *                                         NOTE: When an emitter is older than a specified duration, the emitter is NOT removed from
- *                                         it's group, but rather is just marked as dead, allowing it to be reanimated at a later time
- *                                         using `SPE.Emitter.prototype.enable()`.
- *
- * @property {Boolean} [isStatic=false] Whether this emitter should be not be simulated (true).
- * @property {Boolean} [activeMultiplier=1] A value between 0 and 1 describing what percentage of this emitter's particlesPerSecond should be
- *                                          emitted, where 0 is 0%, and 1 is 100%.
- *                                          For example, having an emitter with 100 particles, a maxAge of 2, yields a particlesPerSecond
- *                                          value of 50. Setting `activeMultiplier` to 0.5, then, will only emit 25 particles per second (0.5 = 50%).
- *                                          Values greater than 1 will emulate a burst of particles, causing the emitter to run out of particles
- *                                          before it's next activation cycle.
- *
- * @property {Boolean} [direction=1] The direction of the emitter. If value is `1`, emitter will start at beginning of particle's lifecycle.
- *                                   If value is `-1`, emitter will start at end of particle's lifecycle and work it's way backwards.
- *
- * @property {Object} [maxAge={}] An object describing the particle's maximum age in seconds.
- * @property {Number} [maxAge.value=2] A number between 0 and 1 describing the amount of maxAge to apply to all particles.
- * @property {Number} [maxAge.spread=0] A number describing the maxAge variance on a per-particle basis.
- *
- *
- * @property {Object} [position={}] An object describing this emitter's position.
- * @property {Object} [position.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base position.
- * @property {Object} [position.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's position variance on a per-particle basis.
- *                                                          Note that when using a SPHERE or DISC distribution, only the x-component
- *                                                          of this vector is used.
- * @property {Object} [position.spreadClamp=new THREE.Vector3()] A THREE.Vector3 instance describing the numeric multiples the particle's should
- *                                                               be spread out over.
- *                                                               Note that when using a SPHERE or DISC distribution, only the x-component
- *                                                               of this vector is used.
- * @property {Number} [position.radius=10] This emitter's base radius.
- * @property {Object} [position.radiusScale=new THREE.Vector3()] A THREE.Vector3 instance describing the radius's scale in all three axes. Allows a SPHERE or DISC to be squashed or stretched.
- * @property {distribution} [position.distribution=value of the `type` option.] A specific distribution to use when radiusing particles. Overrides the `type` option.
- * @property {Boolean} [position.randomise=false] When a particle is re-spawned, whether it's position should be re-randomised or not. Can incur a performance hit.
- *
- *
- * @property {Object} [velocity={}] An object describing this particle velocity.
- * @property {Object} [velocity.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base velocity.
- * @property {Object} [velocity.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's velocity variance on a per-particle basis.
- *                                                          Note that when using a SPHERE or DISC distribution, only the x-component
- *                                                          of this vector is used.
- * @property {distribution} [velocity.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's velocity. Overrides the `type` option.
- * @property {Boolean} [velocity.randomise=false] When a particle is re-spawned, whether it's velocity should be re-randomised or not. Can incur a performance hit.
- *
- *
- * @property {Object} [acceleration={}] An object describing this particle's acceleration.
- * @property {Object} [acceleration.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base acceleration.
- * @property {Object} [acceleration.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's acceleration variance on a per-particle basis.
- *                           Note that when using a SPHERE or DISC distribution, only the x-component
- *                           of this vector is used.
- * @property {distribution} [acceleration.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's acceleration. Overrides the `type` option.
- * @property {Boolean} [acceleration.randomise=false] When a particle is re-spawned, whether it's acceleration should be re-randomised or not. Can incur a performance hit.
- *
- *
- * @property {Object} [drag={}] An object describing this particle drag. Drag is applied to both velocity and acceleration values.
- * @property {Number} [drag.value=0] A number between 0 and 1 describing the amount of drag to apply to all particles.
- * @property {Number} [drag.spread=0] A number describing the drag variance on a per-particle basis.
- * @property {Boolean} [drag.randomise=false] When a particle is re-spawned, whether it's drag should be re-randomised or not. Can incur a performance hit.
- *
- *
- * @property {Object} [wiggle={}] This is quite a fun one! The values of this object will determine whether a particle will wiggle, or jiggle, or wave,
- *                                or shimmy, or waggle, or... Well you get the idea. The wiggle is calculated over-time, meaning that a particle will
- *                                start off with no wiggle, and end up wiggling about with the distance of the `value` specified by the time it dies.
- *                                It's quite handy to simulate fire embers, or similar effects where the particle's position should slightly change over
- *                                time, and such change isn't easily controlled by rotation, velocity, or acceleration. The wiggle is a combination of sin and cos calculations, so is circular in nature.
- * @property {Number} [wiggle.value=0] A number describing the amount of wiggle to apply to all particles. It's measured in distance.
- * @property {Number} [wiggle.spread=0] A number describing the wiggle variance on a per-particle basis.
- *
- *
- * @property {Object} [rotation={}] An object describing this emitter's rotation. It can either be static, or set to rotate from 0radians to the value of `rotation.value`
- *                                  over a particle's lifetime. Rotation values affect both a particle's position and the forces applied to it.
- * @property {Object} [rotation.axis=new THREE.Vector3(0, 1, 0)] A THREE.Vector3 instance describing this emitter's axis of rotation.
- * @property {Object} [rotation.axisSpread=new THREE.Vector3()] A THREE.Vector3 instance describing the amount of variance to apply to the axis of rotation on
- *                                                              a per-particle basis.
- * @property {Number} [rotation.angle=0] The angle of rotation, given in radians. If `rotation.static` is true, the emitter will start off rotated at this angle, and stay as such.
- *                                       Otherwise, the particles will rotate from 0radians to this value over their lifetimes.
- * @property {Number} [rotation.angleSpread=0] The amount of variance in each particle's rotation angle.
- * @property {Boolean} [rotation.static=false] Whether the rotation should be static or not.
- * @property {Object} [rotation.center=The value of `position.value`] A THREE.Vector3 instance describing the center point of rotation.
- * @property {Boolean} [rotation.randomise=false] When a particle is re-spawned, whether it's rotation should be re-randomised or not. Can incur a performance hit.
- *
- *
- * @property {Object} [color={}] An object describing a particle's color. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
- *                               given to describe specific value changes over a particle's lifetime.
- *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of THREE.Color instances are given, then the array will be interpolated to
- *                               have a length matching the value of SPE.valueOverLifetimeLength.
- * @property {Object} [color.value=new THREE.Color()] Either a single THREE.Color instance, or an array of THREE.Color instances to describe the color of a particle over it's lifetime.
- * @property {Object} [color.spread=new THREE.Vector3()] Either a single THREE.Vector3 instance, or an array of THREE.Vector3 instances to describe the color variance of a particle over it's lifetime.
- * @property {Boolean} [color.randomise=false] When a particle is re-spawned, whether it's color should be re-randomised or not. Can incur a performance hit.
- *
- *
- * @property {Object} [opacity={}] An object describing a particle's opacity. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
- *                               given to describe specific value changes over a particle's lifetime.
- *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
- *                               have a length matching the value of SPE.valueOverLifetimeLength.
- * @property {Number} [opacity.value=1] Either a single number, or an array of numbers to describe the opacity of a particle over it's lifetime.
- * @property {Number} [opacity.spread=0] Either a single number, or an array of numbers to describe the opacity variance of a particle over it's lifetime.
- * @property {Boolean} [opacity.randomise=false] When a particle is re-spawned, whether it's opacity should be re-randomised or not. Can incur a performance hit.
- *
- *
- * @property {Object} [size={}] An object describing a particle's size. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
- *                               given to describe specific value changes over a particle's lifetime.
- *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
- *                               have a length matching the value of SPE.valueOverLifetimeLength.
- * @property {Number} [size.value=1] Either a single number, or an array of numbers to describe the size of a particle over it's lifetime.
- * @property {Number} [size.spread=0] Either a single number, or an array of numbers to describe the size variance of a particle over it's lifetime.
- * @property {Boolean} [size.randomise=false] When a particle is re-spawned, whether it's size should be re-randomised or not. Can incur a performance hit.
- *
- *
- * @property {Object} [angle={}] An object describing a particle's angle. The angle is a 2d-rotation, measured in radians, applied to the particle's texture.
- *                               NOTE: if a particle's texture is a sprite-sheet, this value IS IGNORED.
- *                               This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
- *                               given to describe specific value changes over a particle's lifetime.
- *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
- *                               have a length matching the value of SPE.valueOverLifetimeLength.
- * @property {Number} [angle.value=0] Either a single number, or an array of numbers to describe the angle of a particle over it's lifetime.
- * @property {Number} [angle.spread=0] Either a single number, or an array of numbers to describe the angle variance of a particle over it's lifetime.
- * @property {Boolean} [angle.randomise=false] When a particle is re-spawned, whether it's angle should be re-randomised or not. Can incur a performance hit.
- *
- */
-
-/**
- * The SPE.Emitter class.
- *
- * @constructor
- *
- * @param {EmitterOptions} options A map of options to configure the emitter.
- */
-SPE.Emitter = function( options ) {
-    'use strict';
-
-    var utils = SPE.utils,
-        types = utils.types,
-        lifetimeLength = SPE.valueOverLifetimeLength;
-
-    // Ensure we have a map of options to play with,
-    // and that each option is in the correct format.
-    options = utils.ensureTypedArg( options, types.OBJECT, {} );
-    options.position = utils.ensureTypedArg( options.position, types.OBJECT, {} );
-    options.velocity = utils.ensureTypedArg( options.velocity, types.OBJECT, {} );
-    options.acceleration = utils.ensureTypedArg( options.acceleration, types.OBJECT, {} );
-    options.radius = utils.ensureTypedArg( options.radius, types.OBJECT, {} );
-    options.drag = utils.ensureTypedArg( options.drag, types.OBJECT, {} );
-    options.rotation = utils.ensureTypedArg( options.rotation, types.OBJECT, {} );
-    options.color = utils.ensureTypedArg( options.color, types.OBJECT, {} );
-    options.opacity = utils.ensureTypedArg( options.opacity, types.OBJECT, {} );
-    options.size = utils.ensureTypedArg( options.size, types.OBJECT, {} );
-    options.angle = utils.ensureTypedArg( options.angle, types.OBJECT, {} );
-    options.wiggle = utils.ensureTypedArg( options.wiggle, types.OBJECT, {} );
-    options.maxAge = utils.ensureTypedArg( options.maxAge, types.OBJECT, {} );
-
-    if ( options.onParticleSpawn ) {
-        console.warn( 'onParticleSpawn has been removed. Please set properties directly to alter values at runtime.' );
-    }
-
-    this.uuid = THREE.Math.generateUUID();
-
-    this.type = utils.ensureTypedArg( options.type, types.NUMBER, SPE.distributions.BOX );
-
-    // Start assigning properties...kicking it off with props that DON'T support values over
-    // lifetimes.
-    //
-    // Btw, values over lifetimes are just the new way of referring to *Start, *Middle, and *End.
-    this.position = {
-        _value: utils.ensureInstanceOf( options.position.value, THREE.Vector3, new THREE.Vector3() ),
-        _spread: utils.ensureInstanceOf( options.position.spread, THREE.Vector3, new THREE.Vector3() ),
-        _spreadClamp: utils.ensureInstanceOf( options.position.spreadClamp, THREE.Vector3, new THREE.Vector3() ),
-        _distribution: utils.ensureTypedArg( options.position.distribution, types.NUMBER, this.type ),
-        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ),
-        _radius: utils.ensureTypedArg( options.position.radius, types.NUMBER, 10 ),
-        _radiusScale: utils.ensureInstanceOf( options.position.radiusScale, THREE.Vector3, new THREE.Vector3( 1, 1, 1 ) ),
-        _distributionClamp: utils.ensureTypedArg( options.position.distributionClamp, types.NUMBER, 0 ),
-    };
-
-    this.velocity = {
-        _value: utils.ensureInstanceOf( options.velocity.value, THREE.Vector3, new THREE.Vector3() ),
-        _spread: utils.ensureInstanceOf( options.velocity.spread, THREE.Vector3, new THREE.Vector3() ),
-        _distribution: utils.ensureTypedArg( options.velocity.distribution, types.NUMBER, this.type ),
-        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
-    };
-
-    this.acceleration = {
-        _value: utils.ensureInstanceOf( options.acceleration.value, THREE.Vector3, new THREE.Vector3() ),
-        _spread: utils.ensureInstanceOf( options.acceleration.spread, THREE.Vector3, new THREE.Vector3() ),
-        _distribution: utils.ensureTypedArg( options.acceleration.distribution, types.NUMBER, this.type ),
-        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
-    };
-
-    this.drag = {
-        _value: utils.ensureTypedArg( options.drag.value, types.NUMBER, 0 ),
-        _spread: utils.ensureTypedArg( options.drag.spread, types.NUMBER, 0 ),
-        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
-    };
-
-    this.wiggle = {
-        _value: utils.ensureTypedArg( options.wiggle.value, types.NUMBER, 0 ),
-        _spread: utils.ensureTypedArg( options.wiggle.spread, types.NUMBER, 0 )
-    };
-
-    this.rotation = {
-        _axis: utils.ensureInstanceOf( options.rotation.axis, THREE.Vector3, new THREE.Vector3( 0.0, 1.0, 0.0 ) ),
-        _axisSpread: utils.ensureInstanceOf( options.rotation.axisSpread, THREE.Vector3, new THREE.Vector3() ),
-        _angle: utils.ensureTypedArg( options.rotation.angle, types.NUMBER, 0 ),
-        _angleSpread: utils.ensureTypedArg( options.rotation.angleSpread, types.NUMBER, 0 ),
-        _static: utils.ensureTypedArg( options.rotation.static, types.BOOLEAN, false ),
-        _center: utils.ensureInstanceOf( options.rotation.center, THREE.Vector3, this.position._value.clone() ),
-        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
-    };
-
-
-    this.maxAge = {
-        _value: utils.ensureTypedArg( options.maxAge.value, types.NUMBER, 2 ),
-        _spread: utils.ensureTypedArg( options.maxAge.spread, types.NUMBER, 0 )
-    };
-
-
-
-    // The following properties can support either single values, or an array of values that change
-    // the property over a particle's lifetime (value over lifetime).
-    this.color = {
-        _value: utils.ensureArrayInstanceOf( options.color.value, THREE.Color, new THREE.Color() ),
-        _spread: utils.ensureArrayInstanceOf( options.color.spread, THREE.Vector3, new THREE.Vector3() ),
-        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
-    };
-
-    this.opacity = {
-        _value: utils.ensureArrayTypedArg( options.opacity.value, types.NUMBER, 1 ),
-        _spread: utils.ensureArrayTypedArg( options.opacity.spread, types.NUMBER, 0 ),
-        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
-    };
-
-    this.size = {
-        _value: utils.ensureArrayTypedArg( options.size.value, types.NUMBER, 1 ),
-        _spread: utils.ensureArrayTypedArg( options.size.spread, types.NUMBER, 0 ),
-        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
-    };
-
-    this.angle = {
-        _value: utils.ensureArrayTypedArg( options.angle.value, types.NUMBER, 0 ),
-        _spread: utils.ensureArrayTypedArg( options.angle.spread, types.NUMBER, 0 ),
-        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
-    };
-
-
-    // Assign renaining option values.
-    this.particleCount = utils.ensureTypedArg( options.particleCount, types.NUMBER, 100 );
-    this.duration = utils.ensureTypedArg( options.duration, types.NUMBER, null );
-    this.isStatic = utils.ensureTypedArg( options.isStatic, types.BOOLEAN, false );
-    this.activeMultiplier = utils.ensureTypedArg( options.activeMultiplier, types.NUMBER, 1 );
-    this.direction = utils.ensureTypedArg( options.direction, types.NUMBER, 1 );
-
-    // Whether this emitter is alive or not.
-    this.alive = utils.ensureTypedArg( options.alive, types.BOOLEAN, true );
-
-
-    // The following properties are set internally and are not
-    // user-controllable.
-    this.particlesPerSecond = 0;
-
-    // The current particle index for which particles should
-    // be marked as active on the next update cycle.
-    this.activationIndex = 0;
-
-    // The offset in the typed arrays this emitter's
-    // particle's values will start at
-    this.attributeOffset = 0;
-
-    // The end of the range in the attribute buffers
-    this.attributeEnd = 0;
-
-
-
-    // Holds the time the emitter has been alive for.
-    this.age = 0.0;
-
-    // Holds the number of currently-alive particles
-    this.activeParticleCount = 0.0;
-
-    // Holds a reference to this emitter's group once
-    // it's added to one.
-    this.group = null;
-
-    // Holds a reference to this emitter's group's attributes object
-    // for easier access.
-    this.attributes = null;
-
-    // Holds a reference to the params attribute's typed array
-    // for quicker access.
-    this.paramsArray = null;
-
-    // A set of flags to determine whether particular properties
-    // should be re-randomised when a particle is reset.
-    //
-    // If a `randomise` property is given, this is preferred.
-    // Otherwise, it looks at whether a spread value has been
-    // given.
-    //
-    // It allows randomization to be turned off as desired. If
-    // all randomization is turned off, then I'd expect a performance
-    // boost as no attribute buffers (excluding the `params`)
-    // would have to be re-passed to the GPU each frame (since nothing
-    // except the `params` attribute would have changed).
-    this.resetFlags = {
-        // params: utils.ensureTypedArg( options.maxAge.randomise, types.BOOLEAN, !!options.maxAge.spread ) ||
-        //     utils.ensureTypedArg( options.wiggle.randomise, types.BOOLEAN, !!options.wiggle.spread ),
-        position: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) ||
-            utils.ensureTypedArg( options.radius.randomise, types.BOOLEAN, false ),
-        velocity: utils.ensureTypedArg( options.velocity.randomise, types.BOOLEAN, false ),
-        acceleration: utils.ensureTypedArg( options.acceleration.randomise, types.BOOLEAN, false ) ||
-            utils.ensureTypedArg( options.drag.randomise, types.BOOLEAN, false ),
-        rotation: utils.ensureTypedArg( options.rotation.randomise, types.BOOLEAN, false ),
-        rotationCenter: utils.ensureTypedArg( options.rotation.randomise, types.BOOLEAN, false ),
-        size: utils.ensureTypedArg( options.size.randomise, types.BOOLEAN, false ),
-        color: utils.ensureTypedArg( options.color.randomise, types.BOOLEAN, false ),
-        opacity: utils.ensureTypedArg( options.opacity.randomise, types.BOOLEAN, false ),
-        angle: utils.ensureTypedArg( options.angle.randomise, types.BOOLEAN, false )
-    };
-
-    this.updateFlags = {};
-    this.updateCounts = {};
-
-    // A map to indicate which emitter parameters should update
-    // which attribute.
-    this.updateMap = {
-        maxAge: 'params',
-        position: 'position',
-        velocity: 'velocity',
-        acceleration: 'acceleration',
-        drag: 'acceleration',
-        wiggle: 'params',
-        rotation: 'rotation',
-        size: 'size',
-        color: 'color',
-        opacity: 'opacity',
-        angle: 'angle'
-    };
-
-    for ( var i in this.updateMap ) {
-        if ( this.updateMap.hasOwnProperty( i ) ) {
-            this.updateCounts[ this.updateMap[ i ] ] = 0.0;
-            this.updateFlags[ this.updateMap[ i ] ] = false;
-            this._createGetterSetters( this[ i ], i );
-        }
-    }
-
-    this.bufferUpdateRanges = {};
-    this.attributeKeys = null;
-    this.attributeCount = 0;
-
-
-    // Ensure that the value-over-lifetime property objects above
-    // have value and spread properties that are of the same length.
-    //
-    // Also, for now, make sure they have a length of 3 (min/max arguments here).
-    utils.ensureValueOverLifetimeCompliance( this.color, lifetimeLength, lifetimeLength );
-    utils.ensureValueOverLifetimeCompliance( this.opacity, lifetimeLength, lifetimeLength );
-    utils.ensureValueOverLifetimeCompliance( this.size, lifetimeLength, lifetimeLength );
-    utils.ensureValueOverLifetimeCompliance( this.angle, lifetimeLength, lifetimeLength );
-};
-
-SPE.Emitter.constructor = SPE.Emitter;
-
-SPE.Emitter.prototype._createGetterSetters = function( propObj, propName ) {
-    'use strict';
-
-    var self = this;
-
-    for ( var i in propObj ) {
-        if ( propObj.hasOwnProperty( i ) ) {
-
-            var name = i.replace( '_', '' );
-
-            Object.defineProperty( propObj, name, {
-                get: ( function( prop ) {
-                    return function() {
-                        return this[ prop ];
-                    };
-                }( i ) ),
-
-                set: ( function( prop ) {
-                    return function( value ) {
-                        var mapName = self.updateMap[ propName ],
-                            prevValue = this[ prop ],
-                            length = SPE.valueOverLifetimeLength;
-
-                        if ( prop === '_rotationCenter' ) {
-                            self.updateFlags.rotationCenter = true;
-                            self.updateCounts.rotationCenter = 0.0;
-                        }
-                        else if ( prop === '_randomise' ) {
-                            self.resetFlags[ mapName ] = value;
-                        }
-                        else {
-                            self.updateFlags[ mapName ] = true;
-                            self.updateCounts[ mapName ] = 0.0;
-                        }
-
-                        self.group._updateDefines();
-
-                        this[ prop ] = value;
-
-                        // If the previous value was an array, then make
-                        // sure the provided value is interpolated correctly.
-                        if ( Array.isArray( prevValue ) ) {
-                            SPE.utils.ensureValueOverLifetimeCompliance( self[ propName ], length, length );
-                        }
-                    };
-                }( i ) )
-            } );
-        }
-    }
-};
-
-SPE.Emitter.prototype._setBufferUpdateRanges = function( keys ) {
-    'use strict';
-
-    this.attributeKeys = keys;
-    this.attributeCount = keys.length;
-
-    for ( var i = this.attributeCount - 1; i >= 0; --i ) {
-        this.bufferUpdateRanges[ keys[ i ] ] = {
-            min: Number.POSITIVE_INFINITY,
-            max: Number.NEGATIVE_INFINITY
-        };
-    }
-};
-
-SPE.Emitter.prototype._calculatePPSValue = function( groupMaxAge ) {
-    'use strict';
-
-    var particleCount = this.particleCount;
-
-
-    // Calculate the `particlesPerSecond` value for this emitter. It's used
-    // when determining which particles should die and which should live to
-    // see another day. Or be born, for that matter. The "God" property.
-    if ( this.duration ) {
-        this.particlesPerSecond = particleCount / ( groupMaxAge < this.duration ? groupMaxAge : this.duration );
-    }
-    else {
-        this.particlesPerSecond = particleCount / groupMaxAge;
-    }
-};
-
-SPE.Emitter.prototype._setAttributeOffset = function( startIndex ) {
-    this.attributeOffset = startIndex;
-    this.activationIndex = startIndex;
-    this.activationEnd = startIndex + this.particleCount;
-};
-
-
-SPE.Emitter.prototype._assignValue = function( prop, index ) {
-    'use strict';
-
-    switch ( prop ) {
-        case 'position':
-            this._assignPositionValue( index );
-            break;
-
-        case 'velocity':
-        case 'acceleration':
-            this._assignForceValue( index, prop );
-            break;
-
-        case 'size':
-        case 'opacity':
-            this._assignAbsLifetimeValue( index, prop );
-            break;
-
-        case 'angle':
-            this._assignAngleValue( index );
-            break;
-
-        case 'params':
-            this._assignParamsValue( index );
-            break;
-
-        case 'rotation':
-            this._assignRotationValue( index );
-            break;
-
-        case 'color':
-            this._assignColorValue( index );
-            break;
-    }
-};
-
-SPE.Emitter.prototype._assignPositionValue = function( index ) {
-    'use strict';
-
-    var distributions = SPE.distributions,
-        utils = SPE.utils,
-        prop = this.position,
-        attr = this.attributes.position,
-        value = prop._value,
-        spread = prop._spread,
-        distribution = prop._distribution;
-
-    switch ( distribution ) {
-        case distributions.BOX:
-            utils.randomVector3( attr, index, value, spread, prop._spreadClamp );
-            break;
-
-        case distributions.SPHERE:
-            utils.randomVector3OnSphere( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x, prop._distributionClamp || this.particleCount );
-            break;
-
-        case distributions.DISC:
-            utils.randomVector3OnDisc( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x );
-            break;
-    }
-};
-
-SPE.Emitter.prototype._assignForceValue = function( index, attrName ) {
-    'use strict';
-
-    var distributions = SPE.distributions,
-        utils = SPE.utils,
-        prop = this[ attrName ],
-        value = prop._value,
-        spread = prop._spread,
-        distribution = prop._distribution,
-        pos,
-        positionX,
-        positionY,
-        positionZ,
-        i;
-
-    switch ( distribution ) {
-        case distributions.BOX:
-            utils.randomVector3( this.attributes[ attrName ], index, value, spread );
-            break;
-
-        case distributions.SPHERE:
-            pos = this.attributes.position.typedArray.array;
-            i = index * 3;
-
-            // Ensure position values aren't zero, otherwise no force will be
-            // applied.
-            // positionX = utils.zeroToEpsilon( pos[ i ], true );
-            // positionY = utils.zeroToEpsilon( pos[ i + 1 ], true );
-            // positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );
-            positionX = pos[ i ];
-            positionY = pos[ i + 1 ];
-            positionZ = pos[ i + 2 ];
-
-            utils.randomDirectionVector3OnSphere(
-                this.attributes[ attrName ], index,
-                positionX, positionY, positionZ,
-                this.position._value,
-                prop._value.x,
-                prop._spread.x
-            );
-            break;
-
-        case distributions.DISC:
-            pos = this.attributes.position.typedArray.array;
-            i = index * 3;
-
-            // Ensure position values aren't zero, otherwise no force will be
-            // applied.
-            // positionX = utils.zeroToEpsilon( pos[ i ], true );
-            // positionY = utils.zeroToEpsilon( pos[ i + 1 ], true );
-            // positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );
-            positionX = pos[ i ];
-            positionY = pos[ i + 1 ];
-            positionZ = pos[ i + 2 ];
-
-            utils.randomDirectionVector3OnDisc(
-                this.attributes[ attrName ], index,
-                positionX, positionY, positionZ,
-                this.position._value,
-                prop._value.x,
-                prop._spread.x
-            );
-            break;
-    }
-
-    if ( attrName === 'acceleration' ) {
-        var drag = utils.clamp( utils.randomFloat( this.drag._value, this.drag._spread ), 0, 1 );
-        this.attributes.acceleration.typedArray.array[ index * 4 + 3 ] = drag;
-    }
-};
-
-SPE.Emitter.prototype._assignAbsLifetimeValue = function( index, propName ) {
-    'use strict';
-
-    var array = this.attributes[ propName ].typedArray,
-        prop = this[ propName ],
-        utils = SPE.utils,
-        value;
-
-    if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
-        value = Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) );
-        array.setVec4Components( index, value, value, value, value );
-    }
-    else {
-        array.setVec4Components( index,
-            Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) ),
-            Math.abs( utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ) ),
-            Math.abs( utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ) ),
-            Math.abs( utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] ) )
-        );
-    }
-};
-
-SPE.Emitter.prototype._assignAngleValue = function( index ) {
-    'use strict';
-
-    var array = this.attributes.angle.typedArray,
-        prop = this.angle,
-        utils = SPE.utils,
-        value;
-
-    if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
-        value = utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] );
-        array.setVec4Components( index, value, value, value, value );
-    }
-    else {
-        array.setVec4Components( index,
-            utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ),
-            utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ),
-            utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ),
-            utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] )
-        );
-    }
-};
-
-SPE.Emitter.prototype._assignParamsValue = function( index ) {
-    'use strict';
-
-    this.attributes.params.typedArray.setVec4Components( index,
-        this.isStatic ? 1 : 0,
-        0.0,
-        Math.abs( SPE.utils.randomFloat( this.maxAge._value, this.maxAge._spread ) ),
-        SPE.utils.randomFloat( this.wiggle._value, this.wiggle._spread )
-    );
-};
-
-SPE.Emitter.prototype._assignRotationValue = function( index ) {
-    'use strict';
-
-    this.attributes.rotation.typedArray.setVec3Components( index,
-        SPE.utils.getPackedRotationAxis( this.rotation._axis, this.rotation._axisSpread ),
-        SPE.utils.randomFloat( this.rotation._angle, this.rotation._angleSpread ),
-        this.rotation._static ? 0 : 1
-    );
-
-    this.attributes.rotationCenter.typedArray.setVec3( index, this.rotation._center );
-};
-
-SPE.Emitter.prototype._assignColorValue = function( index ) {
-    'use strict';
-    SPE.utils.randomColorAsHex( this.attributes.color, index, this.color._value, this.color._spread );
-};
-
-SPE.Emitter.prototype._resetParticle = function( index ) {
-    'use strict';
-
-    var resetFlags = this.resetFlags,
-        updateFlags = this.updateFlags,
-        updateCounts = this.updateCounts,
-        keys = this.attributeKeys,
-        key,
-        updateFlag;
-
-    for ( var i = this.attributeCount - 1; i >= 0; --i ) {
-        key = keys[ i ];
-        updateFlag = updateFlags[ key ];
-
-        if ( resetFlags[ key ] === true || updateFlag === true ) {
-            this._assignValue( key, index );
-            this._updateAttributeUpdateRange( key, index );
-
-            if ( updateFlag === true && updateCounts[ key ] === this.particleCount ) {
-                updateFlags[ key ] = false;
-                updateCounts[ key ] = 0.0;
-            }
-            else if ( updateFlag == true ) {
-                ++updateCounts[ key ];
-            }
-        }
-    }
-};
-
-SPE.Emitter.prototype._updateAttributeUpdateRange = function( attr, i ) {
-    'use strict';
-
-    var ranges = this.bufferUpdateRanges[ attr ];
-
-    ranges.min = Math.min( i, ranges.min );
-    ranges.max = Math.max( i, ranges.max );
-};
-
-SPE.Emitter.prototype._resetBufferRanges = function() {
-    'use strict';
-
-    var ranges = this.bufferUpdateRanges,
-        keys = this.bufferUpdateKeys,
-        i = this.bufferUpdateCount - 1,
-        key;
-
-    for ( i; i >= 0; --i ) {
-        key = keys[ i ];
-        ranges[ key ].min = Number.POSITIVE_INFINITY;
-        ranges[ key ].max = Number.NEGATIVE_INFINITY;
-    }
-};
-
-SPE.Emitter.prototype._onRemove = function() {
-    'use strict';
-    // Reset any properties of the emitter that were set by
-    // a group when it was added.
-    this.particlesPerSecond = 0;
-    this.attributeOffset = 0;
-    this.activationIndex = 0;
-    this.activeParticleCount = 0;
-    this.group = null;
-    this.attributes = null;
-    this.paramsArray = null;
-    this.age = 0.0;
-};
-
-SPE.Emitter.prototype._decrementParticleCount = function() {
-    'use strict';
-    --this.activeParticleCount;
-
-    // TODO:
-    //  - Trigger event if count === 0.
-};
-
-SPE.Emitter.prototype._incrementParticleCount = function() {
-    'use strict';
-    ++this.activeParticleCount;
-
-    // TODO:
-    //  - Trigger event if count === this.particleCount.
-};
-
-SPE.Emitter.prototype._checkParticleAges = function( start, end, params, dt ) {
-    'use strict';
-    for ( var i = end - 1, index, maxAge, age, alive; i >= start; --i ) {
-        index = i * 4;
-
-        alive = params[ index ];
-
-        if ( alive === 0.0 ) {
-            continue;
-        }
-
-        // Increment age
-        age = params[ index + 1 ];
-        maxAge = params[ index + 2 ];
-
-        if ( this.direction === 1 ) {
-            age += dt;
-
-            if ( age >= maxAge ) {
-                age = 0.0;
-                alive = 0.0;
-                this._decrementParticleCount();
-            }
-        }
-        else {
-            age -= dt;
-
-            if ( age <= 0.0 ) {
-                age = maxAge;
-                alive = 0.0;
-                this._decrementParticleCount();
-            }
-        }
-
-        params[ index ] = alive;
-        params[ index + 1 ] = age;
-
-        this._updateAttributeUpdateRange( 'params', i );
-    }
-};
-
-SPE.Emitter.prototype._activateParticles = function( activationStart, activationEnd, params, dtPerParticle ) {
-    'use strict';
-    var direction = this.direction;
-
-    for ( var i = activationStart, index, dtValue; i < activationEnd; ++i ) {
-        index = i * 4;
-
-        // Don't re-activate particles that aren't dead yet.
-        // if ( params[ index ] !== 0.0 && ( this.particleCount !== 1 || this.activeMultiplier !== 1 ) ) {
-        //     continue;
-        // }
-
-        if ( params[ index ] != 0.0 && this.particleCount !== 1 ) {
-            continue;
-        }
-
-        // Increment the active particle count.
-        this._incrementParticleCount();
-
-        // Mark the particle as alive.
-        params[ index ] = 1.0;
-
-        // Reset the particle
-        this._resetParticle( i );
-
-        // Move each particle being activated to
-        // it's actual position in time.
-        //
-        // This stops particles being 'clumped' together
-        // when frame rates are on the lower side of 60fps
-        // or not constant (a very real possibility!)
-        dtValue = dtPerParticle * ( i - activationStart )
-        params[ index + 1 ] = direction === -1 ? params[ index + 2 ] - dtValue : dtValue;
-
-        this._updateAttributeUpdateRange( 'params', i );
-    }
-};
-
-/**
- * Simulates one frame's worth of particles, updating particles
- * that are already alive, and marking ones that are currently dead
- * but should be alive as alive.
- *
- * If the emitter is marked as static, then this function will do nothing.
- *
- * @param  {Number} dt The number of seconds to simulate (deltaTime)
- */
-SPE.Emitter.prototype.tick = function( dt ) {
-    'use strict';
-
-    if ( this.isStatic ) {
-        return;
-    }
-
-    if ( this.paramsArray === null ) {
-        this.paramsArray = this.attributes.params.typedArray.array;
-    }
-
-    var start = this.attributeOffset,
-        end = start + this.particleCount,
-        params = this.paramsArray, // vec3( alive, age, maxAge, wiggle )
-        ppsDt = this.particlesPerSecond * this.activeMultiplier * dt,
-        activationIndex = this.activationIndex;
-
-    // Reset the buffer update indices.
-    this._resetBufferRanges();
-
-    // Increment age for those particles that are alive,
-    // and kill off any particles whose age is over the limit.
-    this._checkParticleAges( start, end, params, dt );
-
-    // If the emitter is dead, reset the age of the emitter to zero,
-    // ready to go again if required
-    if ( this.alive === false ) {
-        this.age = 0.0;
-        return;
-    }
-
-    // If the emitter has a specified lifetime and we've exceeded it,
-    // mark the emitter as dead.
-    if ( this.duration !== null && this.age > this.duration ) {
-        this.alive = false;
-        this.age = 0.0;
-        return;
-    }
-
-
-    var activationStart = this.particleCount === 1 ? activationIndex : ( activationIndex | 0 ),
-        activationEnd = Math.min( activationStart + ppsDt, this.activationEnd ),
-        activationCount = activationEnd - this.activationIndex | 0,
-        dtPerParticle = activationCount > 0 ? dt / activationCount : 0;
-
-    this._activateParticles( activationStart, activationEnd, params, dtPerParticle );
-
-    // Move the activation window forward, soldier.
-    this.activationIndex += ppsDt;
-
-    if ( this.activationIndex > end ) {
-        this.activationIndex = start;
-    }
-
-
-    // Increment the age of the emitter.
-    this.age += dt;
-};
-
-/**
- * Resets all the emitter's particles to their start positions
- * and marks the particles as dead if the `force` argument is
- * true.
- *
- * @param  {Boolean} [force=undefined] If true, all particles will be marked as dead instantly.
- * @return {Emitter}       This emitter instance.
- */
-SPE.Emitter.prototype.reset = function( force ) {
-    'use strict';
-
-    this.age = 0.0;
-    this.alive = false;
-
-    if ( force === true ) {
-        var start = this.attributeOffset,
-            end = start + this.particleCount,
-            array = this.paramsArray,
-            attr = this.attributes.params.bufferAttribute;
-
-        for ( var i = end - 1, index; i >= start; --i ) {
-            index = i * 4;
-
-            array[ index ] = 0.0;
-            array[ index + 1 ] = 0.0;
-        }
-
-        attr.updateRange.offset = 0;
-        attr.updateRange.count = -1;
-        attr.needsUpdate = true;
-    }
-
-    return this;
-};
-
-/**
- * Enables the emitter. If not already enabled, the emitter
- * will start emitting particles.
- *
- * @return {Emitter} This emitter instance.
- */
-SPE.Emitter.prototype.enable = function() {
-    'use strict';
-    this.alive = true;
-    return this;
-};
-
-/**
- * Disables th emitter, but does not instantly remove it's
- * particles fromt the scene. When called, the emitter will be
- * 'switched off' and just stop emitting. Any particle's alive will
- * be allowed to finish their lifecycle.
- *
- * @return {Emitter} This emitter instance.
- */
-SPE.Emitter.prototype.disable = function() {
-    'use strict';
-
-    this.alive = false;
-    return this;
-};
-
-/**
- * Remove this emitter from it's parent group (if it has been added to one).
- * Delgates to SPE.group.prototype.removeEmitter().
- *
- * When called, all particle's belonging to this emitter will be instantly
- * removed from the scene.
- *
- * @return {Emitter} This emitter instance.
- *
- * @see SPE.Group.prototype.removeEmitter
- */
-SPE.Emitter.prototype.remove = function() {
-    'use strict';
-    if ( this.group !== null ) {
-        this.group.removeEmitter( this );
-    }
-    else {
-        console.error( 'Emitter does not belong to a group, cannot remove.' );
-    }
-
-    return this;
-};
-
-
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - diff --git a/docs/api/core_SPE.Group.js.html b/docs/api/core_SPE.Group.js.html deleted file mode 100644 index 21963dc..0000000 --- a/docs/api/core_SPE.Group.js.html +++ /dev/null @@ -1,798 +0,0 @@ - - - - - JSDoc: Source: core/SPE.Group.js - - - - - - - - - - -
- -

Source: core/SPE.Group.js

- - - - - - -
-
-
/**
- * An SPE.Group instance.
- * @typedef {Object} Group
- * @see SPE.Group
- */
-
-/**
- * A map of options to configure an SPE.Group instance.
- * @typedef {Object} GroupOptions
- *
- * @property {Object} texture An object describing the texture used by the group.
- *
- * @property {Object} texture.value An instance of THREE.Texture.
- *
- * @property {Object=} texture.frames A THREE.Vector2 instance describing the number
- *                                    of frames on the x- and y-axis of the given texture.
- *                                    If not provided, the texture will NOT be treated as
- *                                    a sprite-sheet and as such will NOT be animated.
- *
- * @property {Number} [texture.frameCount=texture.frames.x * texture.frames.y] The total number of frames in the sprite-sheet.
- *                                                                   Allows for sprite-sheets that don't fill the entire
- *                                                                   texture.
- *
- * @property {Number} texture.loop The number of loops through the sprite-sheet that should
- *                                 be performed over the course of a single particle's lifetime.
- *
- * @property {Number} fixedTimeStep If no `dt` (or `deltaTime`) value is passed to this group's
- *                                  `tick()` function, this number will be used to move the particle
- *                                  simulation forward. Value in SECONDS.
- *
- * @property {Boolean} hasPerspective Whether the distance a particle is from the camera should affect
- *                                    the particle's size.
- *
- * @property {Boolean} colorize Whether the particles in this group should be rendered with color, or
- *                              whether the only color of particles will come from the provided texture.
- *
- * @property {Number} blending One of Three.js's blending modes to apply to this group's `ShaderMaterial`.
- *
- * @property {Boolean} transparent Whether these particle's should be rendered with transparency.
- *
- * @property {Number} alphaTest Sets the alpha value to be used when running an alpha test on the `texture.value` property. Value between 0 and 1.
- *
- * @property {Boolean} depthWrite Whether rendering the group has any effect on the depth buffer.
- *
- * @property {Boolean} depthTest Whether to have depth test enabled when rendering this group.
- *
- * @property {Boolean} fog Whether this group's particles should be affected by their scene's fog.
- *
- * @property {Number} scale The scale factor to apply to this group's particle sizes. Useful for
- *                          setting particle sizes to be relative to renderer size.
- */
-
-
-/**
- * The SPE.Group class. Creates a new group, containing a material, geometry, and mesh.
- *
- * @constructor
- * @param {GroupOptions} options A map of options to configure the group instance.
- */
-SPE.Group = function( options ) {
-    'use strict';
-
-    var utils = SPE.utils,
-        types = utils.types;
-
-    // Ensure we have a map of options to play with
-    options = utils.ensureTypedArg( options, types.OBJECT, {} );
-    options.texture = utils.ensureTypedArg( options.texture, types.OBJECT, {} );
-
-    // Assign a UUID to this instance
-    this.uuid = THREE.Math.generateUUID();
-
-    // If no `deltaTime` value is passed to the `SPE.Group.tick` function,
-    // the value of this property will be used to advance the simulation.
-    this.fixedTimeStep = utils.ensureTypedArg( options.fixedTimeStep, types.NUMBER, 0.016 );
-
-    // Set properties used in the uniforms map, starting with the
-    // texture stuff.
-    this.texture = utils.ensureInstanceOf( options.texture.value, THREE.Texture, null );
-    this.textureFrames = utils.ensureInstanceOf( options.texture.frames, THREE.Vector2, new THREE.Vector2( 1, 1 ) );
-    this.textureFrameCount = utils.ensureTypedArg( options.texture.frameCount, types.NUMBER, this.textureFrames.x * this.textureFrames.y );
-    this.textureLoop = utils.ensureTypedArg( options.texture.loop, types.NUMBER, 1 );
-    this.textureFrames.max( new THREE.Vector2( 1, 1 ) );
-
-    this.hasPerspective = utils.ensureTypedArg( options.hasPerspective, types.BOOLEAN, true );
-    this.colorize = utils.ensureTypedArg( options.colorize, types.BOOLEAN, true );
-
-    this.maxParticleCount = utils.ensureTypedArg( options.maxParticleCount, types.NUMBER, null );
-
-
-    // Set properties used to define the ShaderMaterial's appearance.
-    this.blending = utils.ensureTypedArg( options.blending, types.NUMBER, THREE.AdditiveBlending );
-    this.transparent = utils.ensureTypedArg( options.transparent, types.BOOLEAN, true );
-    this.alphaTest = parseFloat( utils.ensureTypedArg( options.alphaTest, types.NUMBER, 0.0 ) );
-    this.depthWrite = utils.ensureTypedArg( options.depthWrite, types.BOOLEAN, false );
-    this.depthTest = utils.ensureTypedArg( options.depthTest, types.BOOLEAN, true );
-    this.fog = utils.ensureTypedArg( options.fog, types.BOOLEAN, true );
-    this.scale = utils.ensureTypedArg( options.scale, types.NUMBER, 300 );
-
-    // Where emitter's go to curl up in a warm blanket and live
-    // out their days.
-    this.emitters = [];
-    this.emitterIDs = [];
-
-    // Create properties for use by the emitter pooling functions.
-    this._pool = [];
-    this._poolCreationSettings = null;
-    this._createNewWhenPoolEmpty = 0;
-
-    // Whether all attributes should be forced to updated
-    // their entire buffer contents on the next tick.
-    //
-    // Used when an emitter is removed.
-    this._attributesNeedRefresh = false;
-    this._attributesNeedDynamicReset = false;
-
-    this.particleCount = 0;
-
-
-    // Map of uniforms to be applied to the ShaderMaterial instance.
-    this.uniforms = {
-        texture: {
-            type: 't',
-            value: this.texture
-        },
-        textureAnimation: {
-            type: 'v4',
-            value: new THREE.Vector4(
-                this.textureFrames.x,
-                this.textureFrames.y,
-                this.textureFrameCount,
-                Math.max( Math.abs( this.textureLoop ), 1.0 )
-            )
-        },
-        fogColor: {
-            type: 'c',
-            value: null
-        },
-        fogNear: {
-            type: 'f',
-            value: 10
-        },
-        fogFar: {
-            type: 'f',
-            value: 200
-        },
-        fogDensity: {
-            type: 'f',
-            value: 0.5
-        },
-        deltaTime: {
-            type: 'f',
-            value: 0
-        },
-        runTime: {
-            type: 'f',
-            value: 0
-        },
-        scale: {
-            type: 'f',
-            value: this.scale
-        }
-    };
-
-    // Add some defines into the mix...
-    this.defines = {
-        HAS_PERSPECTIVE: this.hasPerspective,
-        COLORIZE: this.colorize,
-        VALUE_OVER_LIFETIME_LENGTH: SPE.valueOverLifetimeLength,
-
-        SHOULD_ROTATE_TEXTURE: false,
-        SHOULD_ROTATE_PARTICLES: false,
-        SHOULD_WIGGLE_PARTICLES: false,
-
-        SHOULD_CALCULATE_SPRITE: this.textureFrames.x > 1 || this.textureFrames.y > 1
-    };
-
-    // Map of all attributes to be applied to the particles.
-    //
-    // See SPE.ShaderAttribute for a bit more info on this bit.
-    this.attributes = {
-        position: new SPE.ShaderAttribute( 'v3', true ),
-        acceleration: new SPE.ShaderAttribute( 'v4', true ), // w component is drag
-        velocity: new SPE.ShaderAttribute( 'v3', true ),
-        rotation: new SPE.ShaderAttribute( 'v4', true ),
-        rotationCenter: new SPE.ShaderAttribute( 'v3', true ),
-        params: new SPE.ShaderAttribute( 'v4', true ), // Holds (alive, age, delay, wiggle)
-        size: new SPE.ShaderAttribute( 'v4', true ),
-        angle: new SPE.ShaderAttribute( 'v4', true ),
-        color: new SPE.ShaderAttribute( 'v4', true ),
-        opacity: new SPE.ShaderAttribute( 'v4', true )
-    };
-
-    this.attributeKeys = Object.keys( this.attributes );
-    this.attributeCount = this.attributeKeys.length;
-
-    // Create the ShaderMaterial instance that'll help render the
-    // particles.
-    this.material = new THREE.ShaderMaterial( {
-        uniforms: this.uniforms,
-        vertexShader: SPE.shaders.vertex,
-        fragmentShader: SPE.shaders.fragment,
-        blending: this.blending,
-        transparent: this.transparent,
-        alphaTest: this.alphaTest,
-        depthWrite: this.depthWrite,
-        depthTest: this.depthTest,
-        defines: this.defines,
-        fog: this.fog
-    } );
-
-    // Create the BufferGeometry and Points instances, ensuring
-    // the geometry and material are given to the latter.
-    this.geometry = new THREE.BufferGeometry();
-    this.mesh = new THREE.Points( this.geometry, this.material );
-
-    if ( this.maxParticleCount === null ) {
-        console.warn( 'SPE.Group: No maxParticleCount specified. Adding emitters after rendering will probably cause errors.' );
-    }
-};
-
-SPE.Group.constructor = SPE.Group;
-
-
-SPE.Group.prototype._updateDefines = function() {
-    'use strict';
-
-    var emitters = this.emitters,
-        i = emitters.length - 1,
-        emitter,
-        defines = this.defines;
-
-    for ( i; i >= 0; --i ) {
-        emitter = emitters[ i ];
-
-        // Only do angle calculation if there's no spritesheet defined.
-        //
-        // Saves calculations being done and then overwritten in the shaders.
-        if ( !defines.SHOULD_CALCULATE_SPRITE ) {
-            defines.SHOULD_ROTATE_TEXTURE = defines.SHOULD_ROTATE_TEXTURE || !!Math.max(
-                Math.max.apply( null, emitter.angle.value ),
-                Math.max.apply( null, emitter.angle.spread )
-            );
-        }
-
-        defines.SHOULD_ROTATE_PARTICLES = defines.SHOULD_ROTATE_PARTICLES || !!Math.max(
-            emitter.rotation.angle,
-            emitter.rotation.angleSpread
-        );
-
-        defines.SHOULD_WIGGLE_PARTICLES = defines.SHOULD_WIGGLE_PARTICLES || !!Math.max(
-            emitter.wiggle.value,
-            emitter.wiggle.spread
-        );
-    }
-
-    this.material.needsUpdate = true;
-};
-
-SPE.Group.prototype._applyAttributesToGeometry = function() {
-    'use strict';
-
-    var attributes = this.attributes,
-        geometry = this.geometry,
-        geometryAttributes = geometry.attributes,
-        attribute,
-        geometryAttribute;
-
-    // Loop through all the shader attributes and assign (or re-assign)
-    // typed array buffers to each one.
-    for ( var attr in attributes ) {
-        if ( attributes.hasOwnProperty( attr ) ) {
-            attribute = attributes[ attr ];
-            geometryAttribute = geometryAttributes[ attr ];
-
-            // Update the array if this attribute exists on the geometry.
-            //
-            // This needs to be done because the attribute's typed array might have
-            // been resized and reinstantiated, and might now be looking at a
-            // different ArrayBuffer, so reference needs updating.
-            if ( geometryAttribute ) {
-                geometryAttribute.array = attribute.typedArray.array;
-            }
-
-            // // Add the attribute to the geometry if it doesn't already exist.
-            else {
-                geometry.addAttribute( attr, attribute.bufferAttribute );
-            }
-
-            // Mark the attribute as needing an update the next time a frame is rendered.
-            attribute.bufferAttribute.needsUpdate = true;
-        }
-    }
-
-    // Mark the draw range on the geometry. This will ensure
-    // only the values in the attribute buffers that are
-    // associated with a particle will be used in THREE's
-    // render cycle.
-    this.geometry.setDrawRange( 0, this.particleCount );
-};
-
-/**
- * Adds an SPE.Emitter instance to this group, creating particle values and
- * assigning them to this group's shader attributes.
- *
- * @param {Emitter} emitter The emitter to add to this group.
- */
-SPE.Group.prototype.addEmitter = function( emitter ) {
-    'use strict';
-
-    // Ensure an actual emitter instance is passed here.
-    //
-    // Decided not to throw here, just in case a scene's
-    // rendering would be paused. Logging an error instead
-    // of stopping execution if exceptions aren't caught.
-    if ( emitter instanceof SPE.Emitter === false ) {
-        console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter );
-        return;
-    }
-
-    // If the emitter already exists as a member of this group, then
-    // stop here, we don't want to add it again.
-    else if ( this.emitterIDs.indexOf( emitter.uuid ) > -1 ) {
-        console.error( 'Emitter already exists in this group. Will not add again.' );
-        return;
-    }
-
-    // And finally, if the emitter is a member of another group,
-    // don't add it to this group.
-    else if ( emitter.group !== null ) {
-        console.error( 'Emitter already belongs to another group. Will not add to requested group.' );
-        return;
-    }
-
-    var attributes = this.attributes,
-        start = this.particleCount,
-        end = start + emitter.particleCount;
-
-    // Update this group's particle count.
-    this.particleCount = end;
-
-    // Emit a warning if the emitter being added will exceed the buffer sizes specified.
-    if ( this.maxParticleCount !== null && this.particleCount > this.maxParticleCount ) {
-        console.warn( 'SPE.Group: maxParticleCount exceeded. Requesting', this.particleCount, 'particles, can support only', this.maxParticleCount );
-    }
-
-
-    // Set the `particlesPerSecond` value (PPS) on the emitter.
-    // It's used to determine how many particles to release
-    // on a per-frame basis.
-    emitter._calculatePPSValue( emitter.maxAge._value + emitter.maxAge._spread );
-    emitter._setBufferUpdateRanges( this.attributeKeys );
-
-    // Store the offset value in the TypedArray attributes for this emitter.
-    emitter._setAttributeOffset( start );
-
-    // Save a reference to this group on the emitter so it knows
-    // where it belongs.
-    emitter.group = this;
-
-    // Store reference to the attributes on the emitter for
-    // easier access during the emitter's tick function.
-    emitter.attributes = this.attributes;
-
-
-
-    // Ensure the attributes and their BufferAttributes exist, and their
-    // TypedArrays are of the correct size.
-    for ( var attr in attributes ) {
-        if ( attributes.hasOwnProperty( attr ) ) {
-            // When creating a buffer, pass through the maxParticle count
-            // if one is specified.
-            attributes[ attr ]._createBufferAttribute(
-                this.maxParticleCount !== null ?
-                this.maxParticleCount :
-                this.particleCount
-            );
-        }
-    }
-
-    // Loop through each particle this emitter wants to have, and create the attributes values,
-    // storing them in the TypedArrays that each attribute holds.
-    for ( var i = start; i < end; ++i ) {
-        emitter._assignPositionValue( i );
-        emitter._assignForceValue( i, 'velocity' );
-        emitter._assignForceValue( i, 'acceleration' );
-        emitter._assignAbsLifetimeValue( i, 'opacity' );
-        emitter._assignAbsLifetimeValue( i, 'size' );
-        emitter._assignAngleValue( i );
-        emitter._assignRotationValue( i );
-        emitter._assignParamsValue( i );
-        emitter._assignColorValue( i );
-    }
-
-    // Update the geometry and make sure the attributes are referencing
-    // the typed arrays properly.
-    this._applyAttributesToGeometry();
-
-    // Store this emitter in this group's emitter's store.
-    this.emitters.push( emitter );
-    this.emitterIDs.push( emitter.uuid );
-
-    // Update certain flags to enable shader calculations only if they're necessary.
-    this._updateDefines( emitter );
-
-    // Update the material since defines might have changed
-    this.material.needsUpdate = true;
-    this.geometry.needsUpdate = true;
-    this._attributesNeedRefresh = true;
-
-    // Return the group to enable chaining.
-    return this;
-};
-
-/**
- * Removes an SPE.Emitter instance from this group. When called,
- * all particle's belonging to the given emitter will be instantly
- * removed from the scene.
- *
- * @param {Emitter} emitter The emitter to add to this group.
- */
-SPE.Group.prototype.removeEmitter = function( emitter ) {
-    'use strict';
-
-    var emitterIndex = this.emitterIDs.indexOf( emitter.uuid );
-
-    // Ensure an actual emitter instance is passed here.
-    //
-    // Decided not to throw here, just in case a scene's
-    // rendering would be paused. Logging an error instead
-    // of stopping execution if exceptions aren't caught.
-    if ( emitter instanceof SPE.Emitter === false ) {
-        console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter );
-        return;
-    }
-
-    // Issue an error if the emitter isn't a member of this group.
-    else if ( emitterIndex === -1 ) {
-        console.error( 'Emitter does not exist in this group. Will not remove.' );
-        return;
-    }
-
-    // Kill all particles by marking them as dead
-    // and their age as 0.
-    var start = emitter.attributeOffset,
-        end = start + emitter.particleCount,
-        params = this.attributes.params.typedArray;
-
-    // Set alive and age to zero.
-    for ( var i = start; i < end; ++i ) {
-        params.array[ i * 4 ] = 0.0;
-        params.array[ i * 4 + 1 ] = 0.0;
-    }
-
-    // Remove the emitter from this group's "store".
-    this.emitters.splice( emitterIndex, 1 );
-    this.emitterIDs.splice( emitterIndex, 1 );
-
-    // Remove this emitter's attribute values from all shader attributes.
-    // The `.splice()` call here also marks each attribute's buffer
-    // as needing to update it's entire contents.
-    for ( var attr in this.attributes ) {
-        if ( this.attributes.hasOwnProperty( attr ) ) {
-            this.attributes[ attr ].splice( start, end );
-        }
-    }
-
-    // Ensure this group's particle count is correct.
-    this.particleCount -= emitter.particleCount;
-
-    // Call the emitter's remove method.
-    emitter._onRemove();
-
-    // Set a flag to indicate that the attribute buffers should
-    // be updated in their entirety on the next frame.
-    this._attributesNeedRefresh = true;
-};
-
-
-/**
- * Fetch a single emitter instance from the pool.
- * If there are no objects in the pool, a new emitter will be
- * created if specified.
- *
- * @return {Emitter|null}
- */
-SPE.Group.prototype.getFromPool = function() {
-    'use strict';
-
-    var pool = this._pool,
-        createNew = this._createNewWhenPoolEmpty;
-
-    if ( pool.length ) {
-        return pool.pop();
-    }
-    else if ( createNew ) {
-        return new SPE.Emitter( this._poolCreationSettings );
-    }
-
-    return null;
-};
-
-
-/**
- * Release an emitter into the pool.
- *
- * @param  {ShaderParticleEmitter} emitter
- * @return {Group} This group instance.
- */
-SPE.Group.prototype.releaseIntoPool = function( emitter ) {
-    'use strict';
-
-    if ( emitter instanceof SPE.Emitter === false ) {
-        console.error( 'Argument is not instanceof SPE.Emitter:', emitter );
-        return;
-    }
-
-    emitter.reset();
-    this._pool.unshift( emitter );
-
-    return this;
-};
-
-
-/**
- * Get the pool array
- *
- * @return {Array}
- */
-SPE.Group.prototype.getPool = function() {
-    'use strict';
-    return this._pool;
-};
-
-
-/**
- * Add a pool of emitters to this particle group
- *
- * @param {Number} numEmitters      The number of emitters to add to the pool.
- * @param {EmitterOptions|Array} emitterOptions  An object, or array of objects, describing the options to pass to each emitter.
- * @param {Boolean} createNew       Should a new emitter be created if the pool runs out?
- * @return {Group} This group instance.
- */
-SPE.Group.prototype.addPool = function( numEmitters, emitterOptions, createNew ) {
-    'use strict';
-
-    var emitter;
-
-    // Save relevant settings and flags.
-    this._poolCreationSettings = emitterOptions;
-    this._createNewWhenPoolEmpty = !!createNew;
-
-    // Create the emitters, add them to this group and the pool.
-    for ( var i = 0; i < numEmitters; ++i ) {
-        if ( Array.isArray( emitterOptions ) ) {
-            emitter = new SPE.Emitter( emitterOptions[ i ] );
-        }
-        else {
-            emitter = new SPE.Emitter( emitterOptions );
-        }
-        this.addEmitter( emitter );
-        this.releaseIntoPool( emitter );
-    }
-
-    return this;
-};
-
-
-
-SPE.Group.prototype._triggerSingleEmitter = function( pos ) {
-    'use strict';
-
-    var emitter = this.getFromPool(),
-        self = this;
-
-    if ( emitter === null ) {
-        console.log( 'SPE.Group pool ran out.' );
-        return;
-    }
-
-    // TODO:
-    // - Make sure buffers are update with thus new position.
-    if ( pos instanceof THREE.Vector3 ) {
-        emitter.position.value.copy( pos );
-
-        // Trigger the setter for this property to force an
-        // update to the emitter's position attribute.
-        emitter.position.value = emitter.position.value;
-    }
-
-    emitter.enable();
-
-    setTimeout( function() {
-        emitter.disable();
-        self.releaseIntoPool( emitter );
-    }, ( emitter.maxAge.value + emitter.maxAge.spread ) * 1000 );
-
-    return this;
-};
-
-
-/**
- * Set a given number of emitters as alive, with an optional position
- * vector3 to move them to.
- *
- * @param  {Number} numEmitters The number of emitters to activate
- * @param  {Object} [position=undefined] A THREE.Vector3 instance describing the position to activate the emitter(s) at.
- * @return {Group} This group instance.
- */
-SPE.Group.prototype.triggerPoolEmitter = function( numEmitters, position ) {
-    'use strict';
-
-    if ( typeof numEmitters === 'number' && numEmitters > 1 ) {
-        for ( var i = 0; i < numEmitters; ++i ) {
-            this._triggerSingleEmitter( position );
-        }
-    }
-    else {
-        this._triggerSingleEmitter( position );
-    }
-
-    return this;
-};
-
-
-
-SPE.Group.prototype._updateUniforms = function( dt ) {
-    'use strict';
-
-    this.uniforms.runTime.value += dt;
-    this.uniforms.deltaTime.value = dt;
-};
-
-SPE.Group.prototype._resetBufferRanges = function() {
-    'use strict';
-
-    var keys = this.attributeKeys,
-        i = this.attributeCount - 1,
-        attrs = this.attributes;
-
-    for ( i; i >= 0; --i ) {
-        attrs[ keys[ i ] ].resetUpdateRange();
-    }
-};
-
-
-SPE.Group.prototype._updateBuffers = function( emitter ) {
-    'use strict';
-
-    var keys = this.attributeKeys,
-        i = this.attributeCount - 1,
-        attrs = this.attributes,
-        emitterRanges = emitter.bufferUpdateRanges,
-        key,
-        emitterAttr,
-        attr;
-
-    for ( i; i >= 0; --i ) {
-        key = keys[ i ];
-        emitterAttr = emitterRanges[ key ];
-        attr = attrs[ key ];
-        attr.setUpdateRange( emitterAttr.min, emitterAttr.max );
-        attr.flagUpdate();
-    }
-};
-
-
-/**
- * Simulate all the emitter's belonging to this group, updating
- * attribute values along the way.
- * @param  {Number} [dt=Group's `fixedTimeStep` value] The number of seconds to simulate the group's emitters for (deltaTime)
- */
-SPE.Group.prototype.tick = function( dt ) {
-    'use strict';
-
-    var emitters = this.emitters,
-        numEmitters = emitters.length,
-        deltaTime = dt || this.fixedTimeStep,
-        keys = this.attributeKeys,
-        i,
-        attrs = this.attributes;
-
-    // Update uniform values.
-    this._updateUniforms( deltaTime );
-
-    // Reset buffer update ranges on the shader attributes.
-    this._resetBufferRanges();
-
-
-    // If nothing needs updating, then stop here.
-    if (
-        numEmitters === 0 &&
-        this._attributesNeedRefresh === false &&
-        this._attributesNeedDynamicReset === false
-    ) {
-        return;
-    }
-
-    // Loop through each emitter in this group and
-    // simulate it, then update the shader attribute
-    // buffers.
-    for ( var i = 0, emitter; i < numEmitters; ++i ) {
-        emitter = emitters[ i ];
-        emitter.tick( deltaTime );
-        this._updateBuffers( emitter );
-    }
-
-    // If the shader attributes have been refreshed,
-    // then the dynamic properties of each buffer
-    // attribute will need to be reset back to
-    // what they should be.
-    if ( this._attributesNeedDynamicReset === true ) {
-        i = this.attributeCount - 1;
-
-        for ( i; i >= 0; --i ) {
-            attrs[ keys[ i ] ].resetDynamic();
-        }
-
-        this._attributesNeedDynamicReset = false;
-    }
-
-    // If this group's shader attributes need a full refresh
-    // then mark each attribute's buffer attribute as
-    // needing so.
-    if ( this._attributesNeedRefresh === true ) {
-        i = this.attributeCount - 1;
-
-        for ( i; i >= 0; --i ) {
-            attrs[ keys[ i ] ].forceUpdateAll();
-        }
-
-        this._attributesNeedRefresh = false;
-        this._attributesNeedDynamicReset = true;
-    }
-};
-
-
-/**
- * Dipose the geometry and material for the group.
- *
- * @return {Group} Group instance.
- */
-SPE.Group.prototype.dispose = function() {
-    'use strict';
-    this.geometry.dispose();
-    this.material.dispose();
-    return this;
-};
-
-
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - diff --git a/docs/api/core_SPE.utils.js.html b/docs/api/core_SPE.utils.js.html deleted file mode 100644 index 42f94e9..0000000 --- a/docs/api/core_SPE.utils.js.html +++ /dev/null @@ -1,755 +0,0 @@ - - - - - JSDoc: Source: core/SPE.utils.js - - - - - - - - - - -
- -

Source: core/SPE.utils.js

- - - - - - -
-
-
/**
- * A bunch of utility functions used throughout the library.
- * @namespace
- * @type {Object}
- */
-SPE.utils = {
-    /**
-     * A map of types used by `SPE.utils.ensureTypedArg` and
-     * `SPE.utils.ensureArrayTypedArg` to compare types against.
-     *
-     * @enum {String}
-     */
-    types: {
-        /**
-         * Boolean type.
-         * @type {String}
-         */
-        BOOLEAN: 'boolean',
-
-        /**
-         * String type.
-         * @type {String}
-         */
-        STRING: 'string',
-
-        /**
-         * Number type.
-         * @type {String}
-         */
-        NUMBER: 'number',
-
-        /**
-         * Object type.
-         * @type {String}
-         */
-        OBJECT: 'object'
-    },
-
-    /**
-     * Given a value, a type, and a default value to fallback to,
-     * ensure the given argument adheres to the type requesting,
-     * returning the default value if type check is false.
-     *
-     * @param  {(boolean|string|number|object)} arg          The value to perform a type-check on.
-     * @param  {String} type         The type the `arg` argument should adhere to.
-     * @param  {(boolean|string|number|object)} defaultValue A default value to fallback on if the type check fails.
-     * @return {(boolean|string|number|object)}              The given value if type check passes, or the default value if it fails.
-     */
-    ensureTypedArg: function( arg, type, defaultValue ) {
-        'use strict';
-
-        if ( typeof arg === type ) {
-            return arg;
-        }
-        else {
-            return defaultValue;
-        }
-    },
-
-    /**
-     * Given an array of values, a type, and a default value,
-     * ensure the given array's contents ALL adhere to the provided type,
-     * returning the default value if type check fails.
-     *
-     * If the given value to check isn't an Array, delegates to SPE.utils.ensureTypedArg.
-     *
-     * @param  {Array|boolean|string|number|object} arg          The array of values to check type of.
-     * @param  {String} type         The type that should be adhered to.
-     * @param  {(boolean|string|number|object)} defaultValue A default fallback value.
-     * @return {(boolean|string|number|object)}              The given value if type check passes, or the default value if it fails.
-     */
-    ensureArrayTypedArg: function( arg, type, defaultValue ) {
-        'use strict';
-
-        // If the argument being checked is an array, loop through
-        // it and ensure all the values are of the correct type,
-        // falling back to the defaultValue if any aren't.
-        if ( Array.isArray( arg ) ) {
-            for ( var i = arg.length - 1; i >= 0; --i ) {
-                if ( typeof arg[ i ] !== type ) {
-                    return defaultValue;
-                }
-            }
-
-            return arg;
-        }
-
-        // If the arg isn't an array then just fallback to
-        // checking the type.
-        return this.ensureTypedArg( arg, type, defaultValue );
-    },
-
-    /**
-     * Ensures the given value is an instance of a constructor function.
-     *
-     * @param  {Object} arg          The value to check instance of.
-     * @param  {Function} instance     The constructor of the instance to check against.
-     * @param  {Object} defaultValue A default fallback value if instance check fails
-     * @return {Object}              The given value if type check passes, or the default value if it fails.
-     */
-    ensureInstanceOf: function( arg, instance, defaultValue ) {
-        'use strict';
-
-        if ( instance !== undefined && arg instanceof instance ) {
-            return arg;
-        }
-        else {
-            return defaultValue;
-        }
-    },
-
-    /**
-     * Given an array of values, ensure the instances of all items in the array
-     * matches the given instance constructor falling back to a default value if
-     * the check fails.
-     *
-     * If given value isn't an Array, delegates to `SPE.utils.ensureInstanceOf`.
-     *
-     * @param  {Array|Object} arg          The value to perform the instanceof check on.
-     * @param  {Function} instance     The constructor of the instance to check against.
-     * @param  {Object} defaultValue A default fallback value if instance check fails
-     * @return {Object}              The given value if type check passes, or the default value if it fails.
-     */
-    ensureArrayInstanceOf: function( arg, instance, defaultValue ) {
-        'use strict';
-
-        // If the argument being checked is an array, loop through
-        // it and ensure all the values are of the correct type,
-        // falling back to the defaultValue if any aren't.
-        if ( Array.isArray( arg ) ) {
-            for ( var i = arg.length - 1; i >= 0; --i ) {
-                if ( instance !== undefined && arg[ i ] instanceof instance === false ) {
-                    return defaultValue;
-                }
-            }
-
-            return arg;
-        }
-
-        // If the arg isn't an array then just fallback to
-        // checking the type.
-        return this.ensureInstanceOf( arg, instance, defaultValue );
-    },
-
-    /**
-     * Ensures that any "value-over-lifetime" properties of an emitter are
-     * of the correct length (as dictated by `SPE.valueOverLifetimeLength`).
-     *
-     * Delegates to `SPE.utils.interpolateArray` for array resizing.
-     *
-     * If properties aren't arrays, then property values are put into one.
-     *
-     * @param  {Object} property  The property of an SPE.Emitter instance to check compliance of.
-     * @param  {Number} minLength The minimum length of the array to create.
-     * @param  {Number} maxLength The maximum length of the array to create.
-     */
-    ensureValueOverLifetimeCompliance: function( property, minLength, maxLength ) {
-        'use strict';
-
-        minLength = minLength || 3;
-        maxLength = maxLength || 3;
-
-        // First, ensure both properties are arrays.
-        if ( Array.isArray( property._value ) === false ) {
-            property._value = [ property._value ];
-        }
-
-        if ( Array.isArray( property._spread ) === false ) {
-            property._spread = [ property._spread ];
-        }
-
-        var valueLength = this.clamp( property._value.length, minLength, maxLength ),
-            spreadLength = this.clamp( property._spread.length, minLength, maxLength ),
-            desiredLength = Math.max( valueLength, spreadLength );
-
-        if ( property._value.length !== desiredLength ) {
-            property._value = this.interpolateArray( property._value, desiredLength );
-        }
-
-        if ( property._spread.length !== desiredLength ) {
-            property._spread = this.interpolateArray( property._spread, desiredLength );
-        }
-    },
-
-    /**
-     * Performs linear interpolation (lerp) on an array.
-     *
-     * For example, lerping [1, 10], with a `newLength` of 10 will produce [1, 2, 3, 4, 5, 6, 7, 8, 9, 10].
-     *
-     * Delegates to `SPE.utils.lerpTypeAgnostic` to perform the actual
-     * interpolation.
-     *
-     * @param  {Array} srcArray  The array to lerp.
-     * @param  {Number} newLength The length the array should be interpolated to.
-     * @return {Array}           The interpolated array.
-     */
-    interpolateArray: function( srcArray, newLength ) {
-        'use strict';
-
-        var sourceLength = srcArray.length,
-            newArray = [ typeof srcArray[ 0 ].clone === 'function' ? srcArray[ 0 ].clone() : srcArray[ 0 ] ],
-            factor = ( sourceLength - 1 ) / ( newLength - 1 );
-
-
-        for ( var i = 1; i < newLength - 1; ++i ) {
-            var f = i * factor,
-                before = Math.floor( f ),
-                after = Math.ceil( f ),
-                delta = f - before;
-
-            newArray[ i ] = this.lerpTypeAgnostic( srcArray[ before ], srcArray[ after ], delta );
-        }
-
-        newArray.push(
-            typeof srcArray[ sourceLength - 1 ].clone === 'function' ?
-            srcArray[ sourceLength - 1 ].clone() :
-            srcArray[ sourceLength - 1 ]
-        );
-
-        return newArray;
-    },
-
-    /**
-     * Clamp a number to between the given min and max values.
-     * @param  {Number} value The number to clamp.
-     * @param  {Number} min   The minimum value.
-     * @param  {Number} max   The maximum value.
-     * @return {Number}       The clamped number.
-     */
-    clamp: function( value, min, max ) {
-        'use strict';
-
-        return Math.max( min, Math.min( value, max ) );
-    },
-
-    /**
-     * If the given value is less than the epsilon value, then return
-     * a randomised epsilon value if specified, or just the epsilon value if not.
-     * Works for negative numbers as well as positive.
-     *
-     * @param  {Number} value     The value to perform the operation on.
-     * @param  {Boolean} randomise Whether the value should be randomised.
-     * @return {Number}           The result of the operation.
-     */
-    zeroToEpsilon: function( value, randomise ) {
-        'use strict';
-
-        var epsilon = 0.00001,
-            result = value;
-
-        result = randomise ? Math.random() * epsilon * 10 : epsilon;
-
-        if ( value < 0 && value > -epsilon ) {
-            result = -result;
-        }
-
-        // if ( value === 0 ) {
-        //     result = randomise ? Math.random() * epsilon * 10 : epsilon;
-        // }
-        // else if ( value > 0 && value < epsilon ) {
-        //     result = randomise ? Math.random() * epsilon * 10 : epsilon;
-        // }
-        // else if ( value < 0 && value > -epsilon ) {
-        //     result = -( randomise ? Math.random() * epsilon * 10 : epsilon );
-        // }
-
-        return result;
-    },
-
-    /**
-     * Linearly interpolates two values of various types. The given values
-     * must be of the same type for the interpolation to work.
-     * @param  {(number|Object)} start The start value of the lerp.
-     * @param  {(number|object)} end   The end value of the lerp.
-     * @param  {Number} delta The delta posiiton of the lerp operation. Ideally between 0 and 1 (inclusive).
-     * @return {(number|object|undefined)}       The result of the operation. Result will be undefined if
-     *                                               the start and end arguments aren't a supported type, or
-     *                                               if their types do not match.
-     */
-    lerpTypeAgnostic: function( start, end, delta ) {
-        'use strict';
-
-        var types = this.types,
-            out;
-
-        if ( typeof start === types.NUMBER && typeof end === types.NUMBER ) {
-            return start + ( ( end - start ) * delta );
-        }
-        else if ( start instanceof THREE.Vector2 && end instanceof THREE.Vector2 ) {
-            out = start.clone();
-            out.x = this.lerp( start.x, end.x, delta );
-            out.y = this.lerp( start.y, end.y, delta );
-            return out;
-        }
-        else if ( start instanceof THREE.Vector3 && end instanceof THREE.Vector3 ) {
-            out = start.clone();
-            out.x = this.lerp( start.x, end.x, delta );
-            out.y = this.lerp( start.y, end.y, delta );
-            out.z = this.lerp( start.z, end.z, delta );
-            return out;
-        }
-        else if ( start instanceof THREE.Vector4 && end instanceof THREE.Vector4 ) {
-            out = start.clone();
-            out.x = this.lerp( start.x, end.x, delta );
-            out.y = this.lerp( start.y, end.y, delta );
-            out.z = this.lerp( start.z, end.z, delta );
-            out.w = this.lerp( start.w, end.w, delta );
-            return out;
-        }
-        else if ( start instanceof THREE.Color && end instanceof THREE.Color ) {
-            out = start.clone();
-            out.r = this.lerp( start.r, end.r, delta );
-            out.g = this.lerp( start.g, end.g, delta );
-            out.b = this.lerp( start.b, end.b, delta );
-            return out;
-        }
-        else {
-            console.warn( 'Invalid argument types, or argument types do not match:', start, end );
-        }
-    },
-
-    /**
-     * Perform a linear interpolation operation on two numbers.
-     * @param  {Number} start The start value.
-     * @param  {Number} end   The end value.
-     * @param  {Number} delta The position to interpolate to.
-     * @return {Number}       The result of the lerp operation.
-     */
-    lerp: function( start, end, delta ) {
-        'use strict';
-        return start + ( ( end - start ) * delta );
-    },
-
-    /**
-     * Rounds a number to a nearest multiple.
-     *
-     * @param  {Number} n        The number to round.
-     * @param  {Number} multiple The multiple to round to.
-     * @return {Number}          The result of the round operation.
-     */
-    roundToNearestMultiple: function( n, multiple ) {
-        'use strict';
-
-        var remainder = 0;
-
-        if ( multiple === 0 ) {
-            return n;
-        }
-
-        remainder = Math.abs( n ) % multiple;
-
-        if ( remainder === 0 ) {
-            return n;
-        }
-
-        if ( n < 0 ) {
-            return -( Math.abs( n ) - remainder );
-        }
-
-        return n + multiple - remainder;
-    },
-
-    /**
-     * Check if all items in an array are equal. Uses strict equality.
-     *
-     * @param  {Array} array The array of values to check equality of.
-     * @return {Boolean}       Whether the array's values are all equal or not.
-     */
-    arrayValuesAreEqual: function( array ) {
-        'use strict';
-
-        for ( var i = 0; i < array.length - 1; ++i ) {
-            if ( array[ i ] !== array[ i + 1 ] ) {
-                return false;
-            }
-        }
-
-        return true;
-    },
-
-    // colorsAreEqual: function() {
-    //     var colors = Array.prototype.slice.call( arguments ),
-    //         numColors = colors.length;
-
-    //     for ( var i = 0, color1, color2; i < numColors - 1; ++i ) {
-    //         color1 = colors[ i ];
-    //         color2 = colors[ i + 1 ];
-
-    //         if (
-    //             color1.r !== color2.r ||
-    //             color1.g !== color2.g ||
-    //             color1.b !== color2.b
-    //         ) {
-    //             return false
-    //         }
-    //     }
-
-    //     return true;
-    // },
-
-
-    /**
-     * Given a start value and a spread value, create and return a random
-     * number.
-     * @param  {Number} base   The start value.
-     * @param  {Number} spread The size of the random variance to apply.
-     * @return {Number}        A randomised number.
-     */
-    randomFloat: function( base, spread ) {
-        'use strict';
-        return base + spread * ( Math.random() - 0.5 );
-    },
-
-
-
-    /**
-     * Given an SPE.ShaderAttribute instance, and various other settings,
-     * assign values to the attribute's array in a `vec3` format.
-     *
-     * @param  {Object} attribute   The instance of SPE.ShaderAttribute to save the result to.
-     * @param  {Number} index       The offset in the attribute's TypedArray to save the result from.
-     * @param  {Object} base        THREE.Vector3 instance describing the start value.
-     * @param  {Object} spread      THREE.Vector3 instance describing the random variance to apply to the start value.
-     * @param  {Object} spreadClamp THREE.Vector3 instance describing the multiples to clamp the randomness to.
-     */
-    randomVector3: function( attribute, index, base, spread, spreadClamp ) {
-        'use strict';
-
-        var x = base.x + ( Math.random() * spread.x - ( spread.x * 0.5 ) ),
-            y = base.y + ( Math.random() * spread.y - ( spread.y * 0.5 ) ),
-            z = base.z + ( Math.random() * spread.z - ( spread.z * 0.5 ) );
-
-        // var x = this.randomFloat( base.x, spread.x ),
-        // y = this.randomFloat( base.y, spread.y ),
-        // z = this.randomFloat( base.z, spread.z );
-
-        if ( spreadClamp ) {
-            x = -spreadClamp.x * 0.5 + this.roundToNearestMultiple( x, spreadClamp.x );
-            y = -spreadClamp.y * 0.5 + this.roundToNearestMultiple( y, spreadClamp.y );
-            z = -spreadClamp.z * 0.5 + this.roundToNearestMultiple( z, spreadClamp.z );
-        }
-
-        attribute.typedArray.setVec3Components( index, x, y, z );
-    },
-
-    /**
-     * Given an SPE.Shader attribute instance, and various other settings,
-     * assign Color values to the attribute.
-     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
-     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
-     * @param  {Object} base      THREE.Color instance describing the start color.
-     * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
-     */
-    randomColor: function( attribute, index, base, spread ) {
-        'use strict';
-
-        var r = base.r + ( Math.random() * spread.x ),
-            g = base.g + ( Math.random() * spread.y ),
-            b = base.b + ( Math.random() * spread.z );
-
-        r = this.clamp( r, 0, 1 );
-        g = this.clamp( g, 0, 1 );
-        b = this.clamp( b, 0, 1 );
-
-
-        attribute.typedArray.setVec3Components( index, r, g, b );
-    },
-
-
-    randomColorAsHex: ( function() {
-        'use strict';
-
-        var workingColor = new THREE.Color();
-
-        /**
-         * Assigns a random color value, encoded as a hex value in decimal
-         * format, to a SPE.ShaderAttribute instance.
-         * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
-         * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
-         * @param  {Object} base      THREE.Color instance describing the start color.
-         * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
-         */
-        return function( attribute, index, base, spread ) {
-            var numItems = base.length,
-                colors = [];
-
-            for ( var i = 0; i < numItems; ++i ) {
-                var spreadVector = spread[ i ];
-
-                workingColor.copy( base[ i ] );
-
-                workingColor.r += ( Math.random() * spreadVector.x ) - ( spreadVector.x * 0.5 );
-                workingColor.g += ( Math.random() * spreadVector.y ) - ( spreadVector.y * 0.5 );
-                workingColor.b += ( Math.random() * spreadVector.z ) - ( spreadVector.z * 0.5 );
-
-                workingColor.r = this.clamp( workingColor.r, 0, 1 );
-                workingColor.g = this.clamp( workingColor.g, 0, 1 );
-                workingColor.b = this.clamp( workingColor.b, 0, 1 );
-
-                colors.push( workingColor.getHex() );
-            }
-
-            attribute.typedArray.setVec4Components( index, colors[ 0 ], colors[ 1 ], colors[ 2 ], colors[ 3 ] );
-        };
-    }() ),
-
-    /**
-     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
-     * given values onto a sphere.
-     *
-     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
-     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
-     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.
-     * @param  {Number} radius            The radius of the sphere to project onto.
-     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result
-     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the sphere.
-     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
-     */
-    randomVector3OnSphere: function(
-        attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp, distributionClamp
-    ) {
-        'use strict';
-
-        var depth = 2 * Math.random() - 1,
-            t = 6.2832 * Math.random(),
-            r = Math.sqrt( 1 - depth * depth ),
-            rand = this.randomFloat( radius, radiusSpread ),
-            x = 0,
-            y = 0,
-            z = 0;
-
-
-        if ( radiusSpreadClamp ) {
-            rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
-        }
-
-
-
-        // Set position on sphere
-        x = r * Math.cos( t ) * rand;
-        y = r * Math.sin( t ) * rand;
-        z = depth * rand;
-
-        // Apply radius scale to this position
-        x *= radiusScale.x;
-        y *= radiusScale.y;
-        z *= radiusScale.z;
-
-        // Translate to the base position.
-        x += base.x;
-        y += base.y;
-        z += base.z;
-
-        // Set the values in the typed array.
-        attribute.typedArray.setVec3Components( index, x, y, z );
-    },
-
-    seededRandom: function( seed ) {
-        var x = Math.sin( seed ) * 10000;
-        return x - ( x | 0 );
-    },
-
-
-
-    /**
-     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
-     * given values onto a 2d-disc.
-     *
-     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
-     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
-     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.
-     * @param  {Number} radius            The radius of the sphere to project onto.
-     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result
-     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the disc. The z-component is ignored.
-     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
-     */
-    randomVector3OnDisc: function( attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) {
-        'use strict';
-
-        var t = 6.2832 * Math.random(),
-            rand = Math.abs( this.randomFloat( radius, radiusSpread ) ),
-            x = 0,
-            y = 0,
-            z = 0;
-
-        if ( radiusSpreadClamp ) {
-            rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
-        }
-
-        // Set position on sphere
-        x = Math.cos( t ) * rand;
-        y = Math.sin( t ) * rand;
-
-        // Apply radius scale to this position
-        x *= radiusScale.x;
-        y *= radiusScale.y;
-
-        // Translate to the base position.
-        x += base.x;
-        y += base.y;
-        z += base.z;
-
-        // Set the values in the typed array.
-        attribute.typedArray.setVec3Components( index, x, y, z );
-    },
-
-    randomDirectionVector3OnSphere: ( function() {
-        'use strict';
-
-        var v = new THREE.Vector3();
-
-        /**
-         * Given an SPE.ShaderAttribute instance, create a direction vector from the given
-         * position, using `speed` as the magnitude. Values are saved to the attribute.
-         *
-         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.
-         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.
-         * @param  {Number} posX            The particle's x coordinate.
-         * @param  {Number} posY            The particle's y coordinate.
-         * @param  {Number} posZ            The particle's z coordinate.
-         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
-         * @param  {Number} speed           The magnitude to apply to the vector.
-         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.
-         */
-        return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
-            v.copy( emitterPosition );
-
-            v.x -= posX;
-            v.y -= posY;
-            v.z -= posZ;
-
-            v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
-
-            attribute.typedArray.setVec3Components( index, v.x, v.y, v.z );
-        };
-    }() ),
-
-
-    randomDirectionVector3OnDisc: ( function() {
-        'use strict';
-
-        var v = new THREE.Vector3();
-
-        /**
-         * Given an SPE.ShaderAttribute instance, create a direction vector from the given
-         * position, using `speed` as the magnitude. Values are saved to the attribute.
-         *
-         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.
-         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.
-         * @param  {Number} posX            The particle's x coordinate.
-         * @param  {Number} posY            The particle's y coordinate.
-         * @param  {Number} posZ            The particle's z coordinate.
-         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
-         * @param  {Number} speed           The magnitude to apply to the vector.
-         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.
-         */
-        return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
-            v.copy( emitterPosition );
-
-            v.x -= posX;
-            v.y -= posY;
-            v.z -= posZ;
-
-            v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
-
-            attribute.typedArray.setVec3Components( index, v.x, v.y, 0 );
-        };
-    }() ),
-
-    getPackedRotationAxis: ( function() {
-        'use strict';
-
-        var v = new THREE.Vector3(),
-            vSpread = new THREE.Vector3(),
-            c = new THREE.Color(),
-            addOne = new THREE.Vector3( 1, 1, 1 );
-
-        /**
-         * Given a rotation axis, and a rotation axis spread vector,
-         * calculate a randomised rotation axis, and pack it into
-         * a hexadecimal value represented in decimal form.
-         * @param  {Object} axis       THREE.Vector3 instance describing the rotation axis.
-         * @param  {Object} axisSpread THREE.Vector3 instance describing the amount of randomness to apply to the rotation axis.
-         * @return {Number}            The packed rotation axis, with randomness.
-         */
-        return function( axis, axisSpread ) {
-            v.copy( axis ).normalize();
-            vSpread.copy( axisSpread ).normalize();
-
-            v.x += ( -axisSpread.x * 0.5 ) + ( Math.random() * axisSpread.x );
-            v.y += ( -axisSpread.y * 0.5 ) + ( Math.random() * axisSpread.y );
-            v.z += ( -axisSpread.z * 0.5 ) + ( Math.random() * axisSpread.z );
-
-            // v.x = Math.abs( v.x );
-            // v.y = Math.abs( v.y );
-            // v.z = Math.abs( v.z );
-
-            v.normalize().add( addOne ).multiplyScalar( 0.5 );
-
-            c.setRGB( v.x, v.y, v.z );
-
-            return c.getHex();
-        };
-    }() )
-};
-
-
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - diff --git a/docs/api/core_utils.js.html b/docs/api/core_utils.js.html new file mode 100644 index 0000000..6aad58f --- /dev/null +++ b/docs/api/core_utils.js.html @@ -0,0 +1,755 @@ + + + + + JSDoc: Source: core/utils.js + + + + + + + + + + +
+ +

Source: core/utils.js

+ + + + + + +
+
+
import * as THREE from 'three';
+import valueTypes from '@/constants/valueTypes';
+
+/**
+ * A bunch of utility functions used throughout the library.
+ * @namespace
+ * @type {Object}
+ */
+export default {
+
+	/**
+     * Given a value, a type, and a default value to fallback to,
+     * ensure the given argument adheres to the type requesting,
+     * returning the default value if type check is false.
+     *
+     * @param  {(boolean|string|number|object)} arg          The value to perform a type-check on.
+     * @param  {String} type         The type the `arg` argument should adhere to.
+     * @param  {(boolean|string|number|object)} defaultValue A default value to fallback on if the type check fails.
+     * @return {(boolean|string|number|object)}              The given value if type check passes, or the default value if it fails.
+     */
+	ensureTypedArg( arg, type, defaultValue ) {
+		'use strict';
+
+		if ( typeof arg === type ) {
+			return arg;
+		}
+		else {
+			return defaultValue;
+		}
+	},
+
+	/**
+     * Given an array of values, a type, and a default value,
+     * ensure the given array's contents ALL adhere to the provided type,
+     * returning the default value if type check fails.
+     *
+     * If the given value to check isn't an Array, delegates to SPE.utils.ensureTypedArg.
+     *
+     * @param  {Array|boolean|string|number|object} arg          The array of values to check type of.
+     * @param  {String} type         The type that should be adhered to.
+     * @param  {(boolean|string|number|object)} defaultValue A default fallback value.
+     * @return {(boolean|string|number|object)}              The given value if type check passes, or the default value if it fails.
+     */
+	ensureArrayTypedArg( arg, type, defaultValue ) {
+		'use strict';
+
+		// If the argument being checked is an array, loop through
+		// it and ensure all the values are of the correct type,
+		// falling back to the defaultValue if any aren't.
+		if ( Array.isArray( arg ) ) {
+			for ( var i = arg.length - 1; i >= 0; --i ) {
+				if ( typeof arg[ i ] !== type ) {
+					return defaultValue;
+				}
+			}
+
+			return arg;
+		}
+
+		// If the arg isn't an array then just fallback to
+		// checking the type.
+		return this.ensureTypedArg( arg, type, defaultValue );
+	},
+
+	/**
+     * Ensures the given value is an instance of a constructor function.
+     *
+     * @param  {Object} arg          The value to check instance of.
+     * @param  {Function} instance     The constructor of the instance to check against.
+     * @param  {Object} defaultValue A default fallback value if instance check fails
+     * @return {Object}              The given value if type check passes, or the default value if it fails.
+     */
+	ensureInstanceOf( arg, instance, defaultValue ) {
+		'use strict';
+
+		if ( instance !== undefined && arg instanceof instance ) {
+			return arg;
+		}
+		else {
+			return defaultValue;
+		}
+	},
+
+	/**
+     * Given an array of values, ensure the instances of all items in the array
+     * matches the given instance constructor falling back to a default value if
+     * the check fails.
+     *
+     * If given value isn't an Array, delegates to `SPE.utils.ensureInstanceOf`.
+     *
+     * @param  {Array|Object} arg          The value to perform the instanceof check on.
+     * @param  {Function} instance     The constructor of the instance to check against.
+     * @param  {Object} defaultValue A default fallback value if instance check fails
+     * @return {Object}              The given value if type check passes, or the default value if it fails.
+     */
+	ensureArrayInstanceOf( arg, instance, defaultValue ) {
+		'use strict';
+
+		// If the argument being checked is an array, loop through
+		// it and ensure all the values are of the correct type,
+		// falling back to the defaultValue if any aren't.
+		if ( Array.isArray( arg ) ) {
+			for ( var i = arg.length - 1; i >= 0; --i ) {
+				if ( instance !== undefined && arg[ i ] instanceof instance === false ) {
+					return defaultValue;
+				}
+			}
+
+			return arg;
+		}
+
+		// If the arg isn't an array then just fallback to
+		// checking the type.
+		return this.ensureInstanceOf( arg, instance, defaultValue );
+	},
+
+	/**
+     * Ensures that any "value-over-lifetime" properties of an emitter are
+     * of the correct length (as dictated by `SPE.valueOverLifetimeLength`).
+     *
+     * Delegates to `SPE.utils.interpolateArray` for array resizing.
+     *
+     * If properties aren't arrays, then property values are put into one.
+     *
+     * @param  {Object} property  The property of an SPE.Emitter instance to check compliance of.
+     * @param  {Number} minLength The minimum length of the array to create.
+     * @param  {Number} maxLength The maximum length of the array to create.
+     */
+	ensureValueOverLifetimeCompliance( property, minLength, maxLength ) {
+		'use strict';
+
+		minLength = minLength || 3;
+		maxLength = maxLength || 3;
+
+		// First, ensure both properties are arrays.
+		if ( Array.isArray( property._value ) === false ) {
+			property._value = [ property._value ];
+		}
+
+		if ( Array.isArray( property._spread ) === false ) {
+			property._spread = [ property._spread ];
+		}
+
+		var valueLength = this.clamp( property._value.length, minLength, maxLength ),
+			spreadLength = this.clamp( property._spread.length, minLength, maxLength ),
+			desiredLength = Math.max( valueLength, spreadLength );
+
+		if ( property._value.length !== desiredLength ) {
+			property._value = this.interpolateArray( property._value, desiredLength );
+		}
+
+		if ( property._spread.length !== desiredLength ) {
+			property._spread = this.interpolateArray( property._spread, desiredLength );
+		}
+	},
+
+	/**
+     * Performs linear interpolation (lerp) on an array.
+     *
+     * For example, lerping [1, 10], with a `newLength` of 10 will produce [1, 2, 3, 4, 5, 6, 7, 8, 9, 10].
+     *
+     * Delegates to `SPE.utils.lerpTypeAgnostic` to perform the actual
+     * interpolation.
+     *
+     * @param  {Array} srcArray  The array to lerp.
+     * @param  {Number} newLength The length the array should be interpolated to.
+     * @return {Array}           The interpolated array.
+     */
+	interpolateArray( srcArray, newLength ) {
+		'use strict';
+
+		var sourceLength = srcArray.length,
+			newArray = [ typeof srcArray[ 0 ].clone === 'function' ? srcArray[ 0 ].clone() : srcArray[ 0 ] ],
+			factor = ( sourceLength - 1 ) / ( newLength - 1 );
+
+
+		for ( var i = 1; i < newLength - 1; ++i ) {
+			var f = i * factor,
+				before = Math.floor( f ),
+				after = Math.ceil( f ),
+				delta = f - before;
+
+			newArray[ i ] = this.lerpTypeAgnostic( srcArray[ before ], srcArray[ after ], delta );
+		}
+
+		newArray.push(
+			typeof srcArray[ sourceLength - 1 ].clone === 'function' ?
+				srcArray[ sourceLength - 1 ].clone() :
+				srcArray[ sourceLength - 1 ]
+		);
+
+		return newArray;
+	},
+
+	/**
+     * Clamp a number to between the given min and max values.
+     * @param  {Number} value The number to clamp.
+     * @param  {Number} min   The minimum value.
+     * @param  {Number} max   The maximum value.
+     * @return {Number}       The clamped number.
+     */
+	clamp( value, min, max ) {
+		'use strict';
+
+		return Math.max( min, Math.min( value, max ) );
+	},
+
+	/**
+     * If the given value is less than the epsilon value, then return
+     * a randomised epsilon value if specified, or just the epsilon value if not.
+     * Works for negative numbers as well as positive.
+     *
+     * @param  {Number} value     The value to perform the operation on.
+     * @param  {Boolean} randomise Whether the value should be randomised.
+     * @return {Number}           The result of the operation.
+     */
+	zeroToEpsilon( value, randomise ) {
+		'use strict';
+
+		var epsilon = 0.00001,
+			result = value;
+
+		result = randomise ? Math.random() * epsilon * 10 : epsilon;
+
+		if ( value < 0 && value > -epsilon ) {
+			result = -result;
+		}
+
+		// if ( value === 0 ) {
+		//     result = randomise ? Math.random() * epsilon * 10 : epsilon;
+		// }
+		// else if ( value > 0 && value < epsilon ) {
+		//     result = randomise ? Math.random() * epsilon * 10 : epsilon;
+		// }
+		// else if ( value < 0 && value > -epsilon ) {
+		//     result = -( randomise ? Math.random() * epsilon * 10 : epsilon );
+		// }
+
+		return result;
+	},
+
+	/**
+     * Linearly interpolates two values of various valueTypes. The given values
+     * must be of the same type for the interpolation to work.
+     * @param  {(number|Object)} start The start value of the lerp.
+     * @param  {(number|object)} end   The end value of the lerp.
+     * @param  {Number} delta The delta posiiton of the lerp operation. Ideally between 0 and 1 (inclusive).
+     * @return {(number|object|undefined)}       The result of the operation. Result will be undefined if
+     *                                               the start and end arguments aren't a supported type, or
+     *                                               if their types do not match.
+     */
+	lerpTypeAgnostic( start, end, delta ) {
+		'use strict';
+
+		var out;
+
+		if ( typeof start === valueTypes.NUMBER && typeof end === valueTypes.NUMBER ) {
+			return start + ( ( end - start ) * delta );
+		}
+		else if ( start instanceof THREE.Vector2 && end instanceof THREE.Vector2 ) {
+			out = start.clone();
+			out.x = this.lerp( start.x, end.x, delta );
+			out.y = this.lerp( start.y, end.y, delta );
+			return out;
+		}
+		else if ( start instanceof THREE.Vector3 && end instanceof THREE.Vector3 ) {
+			out = start.clone();
+			out.x = this.lerp( start.x, end.x, delta );
+			out.y = this.lerp( start.y, end.y, delta );
+			out.z = this.lerp( start.z, end.z, delta );
+			return out;
+		}
+		else if ( start instanceof THREE.Vector4 && end instanceof THREE.Vector4 ) {
+			out = start.clone();
+			out.x = this.lerp( start.x, end.x, delta );
+			out.y = this.lerp( start.y, end.y, delta );
+			out.z = this.lerp( start.z, end.z, delta );
+			out.w = this.lerp( start.w, end.w, delta );
+			return out;
+		}
+		else if ( start instanceof THREE.Color && end instanceof THREE.Color ) {
+			out = start.clone();
+			out.r = this.lerp( start.r, end.r, delta );
+			out.g = this.lerp( start.g, end.g, delta );
+			out.b = this.lerp( start.b, end.b, delta );
+			return out;
+		}
+		else {
+			console.warn( 'Invalid argument types, or argument types do not match:', start, end );
+		}
+	},
+
+	/**
+     * Perform a linear interpolation operation on two numbers.
+     * @param  {Number} start The start value.
+     * @param  {Number} end   The end value.
+     * @param  {Number} delta The position to interpolate to.
+     * @return {Number}       The result of the lerp operation.
+     */
+	lerp( start, end, delta ) {
+		'use strict';
+		return start + ( ( end - start ) * delta );
+	},
+
+	/**
+     * Rounds a number to a nearest multiple.
+     *
+     * @param  {Number} n        The number to round.
+     * @param  {Number} multiple The multiple to round to.
+     * @return {Number}          The result of the round operation.
+     */
+	roundToNearestMultiple( n, multiple ) {
+		'use strict';
+
+		var remainder = 0;
+
+		if ( multiple === 0 ) {
+			return n;
+		}
+
+		remainder = Math.abs( n ) % multiple;
+
+		if ( remainder === 0 ) {
+			return n;
+		}
+
+		if ( n < 0 ) {
+			return -( Math.abs( n ) - remainder );
+		}
+
+		return n + multiple - remainder;
+	},
+
+	/**
+     * Check if all items in an array are equal. Uses strict equality.
+     *
+     * @param  {Array} array The array of values to check equality of.
+     * @return {Boolean}       Whether the array's values are all equal or not.
+     */
+	arrayValuesAreEqual( array ) {
+		'use strict';
+
+		for ( var i = 0; i < array.length - 1; ++i ) {
+			if ( array[ i ] !== array[ i + 1 ] ) {
+				return false;
+			}
+		}
+
+		return true;
+	},
+
+	// colorsAreEqual: function() {
+	//     var colors = Array.prototype.slice.call( arguments ),
+	//         numColors = colors.length;
+
+	//     for ( var i = 0, color1, color2; i < numColors - 1; ++i ) {
+	//         color1 = colors[ i ];
+	//         color2 = colors[ i + 1 ];
+
+	//         if (
+	//             color1.r !== color2.r ||
+	//             color1.g !== color2.g ||
+	//             color1.b !== color2.b
+	//         ) {
+	//             return false
+	//         }
+	//     }
+
+	//     return true;
+	// },
+
+
+	/**
+     * Given a start value and a spread value, create and return a random
+     * number.
+     * @param  {Number} base   The start value.
+     * @param  {Number} spread The size of the random variance to apply.
+     * @return {Number}        A randomised number.
+     */
+	randomFloat( base, spread ) {
+		'use strict';
+		return base + spread * ( Math.random() - 0.5 );
+	},
+
+
+
+	/**
+     * Given an SPE.ShaderAttribute instance, and various other settings,
+     * assign values to the attribute's array in a `vec3` format.
+     *
+     * @param  {Object} attribute   The instance of SPE.ShaderAttribute to save the result to.
+     * @param  {Number} index       The offset in the attribute's TypedArray to save the result from.
+     * @param  {Object} base        THREE.Vector3 instance describing the start value.
+     * @param  {Object} spread      THREE.Vector3 instance describing the random variance to apply to the start value.
+     * @param  {Object} spreadClamp THREE.Vector3 instance describing the multiples to clamp the randomness to.
+     */
+	randomVector3( attribute, index, base, spread, spreadClamp ) {
+		'use strict';
+
+		var x = base.x + ( Math.random() * spread.x - ( spread.x * 0.5 ) ),
+			y = base.y + ( Math.random() * spread.y - ( spread.y * 0.5 ) ),
+			z = base.z + ( Math.random() * spread.z - ( spread.z * 0.5 ) );
+
+		// var x = this.randomFloat( base.x, spread.x ),
+		// y = this.randomFloat( base.y, spread.y ),
+		// z = this.randomFloat( base.z, spread.z );
+
+		if ( spreadClamp ) {
+			x = -spreadClamp.x * 0.5 + this.roundToNearestMultiple( x, spreadClamp.x );
+			y = -spreadClamp.y * 0.5 + this.roundToNearestMultiple( y, spreadClamp.y );
+			z = -spreadClamp.z * 0.5 + this.roundToNearestMultiple( z, spreadClamp.z );
+		}
+
+		attribute.typedArray.setVec3Components( index, x, y, z );
+	},
+
+	/**
+     * Given an SPE.Shader attribute instance, and various other settings,
+     * assign Color values to the attribute.
+     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
+     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
+     * @param  {Object} base      THREE.Color instance describing the start color.
+     * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
+     */
+	randomColor( attribute, index, base, spread ) {
+		'use strict';
+
+		var r = base.r + ( Math.random() * spread.x ),
+			g = base.g + ( Math.random() * spread.y ),
+			b = base.b + ( Math.random() * spread.z );
+
+		r = this.clamp( r, 0, 1 );
+		g = this.clamp( g, 0, 1 );
+		b = this.clamp( b, 0, 1 );
+
+
+		attribute.typedArray.setVec3Components( index, r, g, b );
+	},
+
+
+	randomColorAsHex: ( function() {
+		'use strict';
+
+		var workingColor = new THREE.Color();
+
+		/**
+         * Assigns a random color value, encoded as a hex value in decimal
+         * format, to a SPE.ShaderAttribute instance.
+         * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
+         * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
+         * @param  {Object} base      THREE.Color instance describing the start color.
+         * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
+         */
+		return function( attribute, index, base, spread ) {
+			var numItems = base.length,
+				colors = [];
+
+			for ( var i = 0; i < numItems; ++i ) {
+				var spreadVector = spread[ i ];
+
+				workingColor.copy( base[ i ] );
+
+				workingColor.r += ( Math.random() * spreadVector.x ) - ( spreadVector.x * 0.5 );
+				workingColor.g += ( Math.random() * spreadVector.y ) - ( spreadVector.y * 0.5 );
+				workingColor.b += ( Math.random() * spreadVector.z ) - ( spreadVector.z * 0.5 );
+
+				workingColor.r = this.clamp( workingColor.r, 0, 1 );
+				workingColor.g = this.clamp( workingColor.g, 0, 1 );
+				workingColor.b = this.clamp( workingColor.b, 0, 1 );
+
+				colors.push( workingColor.getHex() );
+			}
+
+			attribute.typedArray.setVec4Components( index, colors[ 0 ], colors[ 1 ], colors[ 2 ], colors[ 3 ] );
+		};
+	}() ),
+
+	/**
+     * Given an SPE.ShaderAttribute instance, and various other settings,
+     * assign values to the attribute's array in a `vec3` format.
+     *
+     * @param  {Object} attribute   The instance of SPE.ShaderAttribute to save the result to.
+     * @param  {Number} index       The offset in the attribute's TypedArray to save the result from.
+     * @param  {Object} start       THREE.Vector3 instance describing the start line position.
+     * @param  {Object} end         THREE.Vector3 instance describing the end line position.
+     */
+	randomVector3OnLine( attribute, index, start, end ) {
+		'use strict';
+		var pos = start.clone();
+
+		pos.lerp( end, Math.random() );
+
+		attribute.typedArray.setVec3Components( index, pos.x, pos.y, pos.z );
+	},
+
+	/**
+     * Given an SPE.Shader attribute instance, and various other settings,
+     * assign Color values to the attribute.
+     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
+     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
+     * @param  {Object} base      THREE.Color instance describing the start color.
+     * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
+     */
+
+	/**
+     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
+     * given values onto a sphere.
+     *
+     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
+     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
+     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.
+     * @param  {Number} radius            The radius of the sphere to project onto.
+     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result
+     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the sphere.
+     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
+     */
+	randomVector3OnSphere(
+		attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp, distributionClamp
+	) {
+		'use strict';
+
+		var depth = 2 * Math.random() - 1,
+			t = 6.2832 * Math.random(),
+			r = Math.sqrt( 1 - depth * depth ),
+			rand = this.randomFloat( radius, radiusSpread ),
+			x = 0,
+			y = 0,
+			z = 0;
+
+
+		if ( radiusSpreadClamp ) {
+			rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
+		}
+
+
+
+		// Set position on sphere
+		x = r * Math.cos( t ) * rand;
+		y = r * Math.sin( t ) * rand;
+		z = depth * rand;
+
+		// Apply radius scale to this position
+		x *= radiusScale.x;
+		y *= radiusScale.y;
+		z *= radiusScale.z;
+
+		// Translate to the base position.
+		x += base.x;
+		y += base.y;
+		z += base.z;
+
+		// Set the values in the typed array.
+		attribute.typedArray.setVec3Components( index, x, y, z );
+	},
+
+	seededRandom( seed ) {
+		var x = Math.sin( seed ) * 10000;
+		return x - ( x | 0 );
+	},
+
+
+
+	/**
+     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
+     * given values onto a 2d-disc.
+     *
+     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
+     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
+     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.
+     * @param  {Number} radius            The radius of the sphere to project onto.
+     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result
+     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the disc. The z-component is ignored.
+     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
+     */
+	randomVector3OnDisc( attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) {
+		'use strict';
+
+		var t = 6.2832 * Math.random(),
+			rand = Math.abs( this.randomFloat( radius, radiusSpread ) ),
+			x = 0,
+			y = 0,
+			z = 0;
+
+		if ( radiusSpreadClamp ) {
+			rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
+		}
+
+		// Set position on sphere
+		x = Math.cos( t ) * rand;
+		y = Math.sin( t ) * rand;
+
+		// Apply radius scale to this position
+		x *= radiusScale.x;
+		y *= radiusScale.y;
+
+		// Translate to the base position.
+		x += base.x;
+		y += base.y;
+		z += base.z;
+
+		// Set the values in the typed array.
+		attribute.typedArray.setVec3Components( index, x, y, z );
+	},
+
+	randomDirectionVector3OnSphere: ( function() {
+		'use strict';
+
+		var v = new THREE.Vector3();
+
+		/**
+         * Given an SPE.ShaderAttribute instance, create a direction vector from the given
+         * position, using `speed` as the magnitude. Values are saved to the attribute.
+         *
+         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.
+         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.
+         * @param  {Number} posX            The particle's x coordinate.
+         * @param  {Number} posY            The particle's y coordinate.
+         * @param  {Number} posZ            The particle's z coordinate.
+         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
+         * @param  {Number} speed           The magnitude to apply to the vector.
+         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.
+         */
+		return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
+			v.copy( emitterPosition );
+
+			v.x -= posX;
+			v.y -= posY;
+			v.z -= posZ;
+
+			v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
+
+			attribute.typedArray.setVec3Components( index, v.x, v.y, v.z );
+		};
+	}() ),
+
+
+	randomDirectionVector3OnDisc: ( function() {
+		'use strict';
+
+		var v = new THREE.Vector3();
+
+		/**
+         * Given an SPE.ShaderAttribute instance, create a direction vector from the given
+         * position, using `speed` as the magnitude. Values are saved to the attribute.
+         *
+         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.
+         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.
+         * @param  {Number} posX            The particle's x coordinate.
+         * @param  {Number} posY            The particle's y coordinate.
+         * @param  {Number} posZ            The particle's z coordinate.
+         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
+         * @param  {Number} speed           The magnitude to apply to the vector.
+         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.
+         */
+		return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
+			v.copy( emitterPosition );
+
+			v.x -= posX;
+			v.y -= posY;
+			v.z -= posZ;
+
+			v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
+
+			attribute.typedArray.setVec3Components( index, v.x, v.y, 0 );
+		};
+	}() ),
+
+	getPackedRotationAxis: ( function() {
+		'use strict';
+
+		var v = new THREE.Vector3(),
+			vSpread = new THREE.Vector3(),
+			c = new THREE.Color(),
+			addOne = new THREE.Vector3( 1, 1, 1 );
+
+		/**
+         * Given a rotation axis, and a rotation axis spread vector,
+         * calculate a randomised rotation axis, and pack it into
+         * a hexadecimal value represented in decimal form.
+         * @param  {Object} axis       THREE.Vector3 instance describing the rotation axis.
+         * @param  {Object} axisSpread THREE.Vector3 instance describing the amount of randomness to apply to the rotation axis.
+         * @return {Number}            The packed rotation axis, with randomness.
+         */
+		return function( axis, axisSpread ) {
+			v.copy( axis ).normalize();
+			vSpread.copy( axisSpread ).normalize();
+
+			v.x += ( -axisSpread.x * 0.5 ) + ( Math.random() * axisSpread.x );
+			v.y += ( -axisSpread.y * 0.5 ) + ( Math.random() * axisSpread.y );
+			v.z += ( -axisSpread.z * 0.5 ) + ( Math.random() * axisSpread.z );
+
+			// v.x = Math.abs( v.x );
+			// v.y = Math.abs( v.y );
+			// v.z = Math.abs( v.z );
+
+			v.normalize().add( addOne )
+				.multiplyScalar( 0.5 );
+
+			c.setRGB( v.x, v.y, v.z );
+
+			return c.getHex();
+		};
+	}() ),
+};
+
+
+
+ + + + +
+ + + +
+ +
+ Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time) +
+ + + + + diff --git a/docs/api/global.html b/docs/api/global.html index 7d2320f..4ac78c4 100644 --- a/docs/api/global.html +++ b/docs/api/global.html @@ -28,19 +28,5645 @@

Global

-

+

- + +
+ +
+
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + +
+ + + + + + + + + + + + + + + + +

Methods

+ + + + + + + +

_createBufferAttribute(size)

+ + + + + + +
+ Creates a THREE.BufferAttribute instance if one doesn't exist already. + +Ensures a typed array is present by calling _ensureTypedArray() first. + +If a buffer attribute exists already, then it will be marked as needing an update. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
size + + +Number + + + + The size of the typed array to create if one doesn't exist, or resize existing array to.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

_ensureTypedArray(size)

+ + + + + + +
+ Make sure this attribute has a typed array associated with it. + +If it does, then it will ensure the typed array is of the correct size. + +If not, a new `TypedArrayHelper` instance will be created. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
size + + +Number + + + + The size of the typed array to create or update to.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

addEmitter(emitter)

+ + + + + + +
+ Adds an SPE.Emitter instance to this group, creating particle values and +assigning them to this group's shader attributes. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
emitter + + +Emitter + + + + The emitter to add to this group.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

addPool(numEmitters, emitterOptions, createNew) → {Group}

+ + + + + + +
+ Add a pool of emitters to this particle group +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
numEmitters + + +Number + + + + The number of emitters to add to the pool.
emitterOptions + + +EmitterOptions +| + +Array + + + + An object, or array of objects, describing the options to pass to each emitter.
createNew + + +Boolean + + + + Should a new emitter be created if the pool runs out?
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ This group instance. +
+ + + +
+
+ Type +
+
+ +Group + + +
+
+ + + + + + + + + + + + + +

disable() → {Emitter}

+ + + + + + +
+ Disables th emitter, but does not instantly remove it's +particles fromt the scene. When called, the emitter will be +'switched off' and just stop emitting. Any particle's alive will +be allowed to finish their lifecycle. +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ This emitter instance. +
+ + + +
+
+ Type +
+
+ +Emitter + + +
+
+ + + + + + + + + + + + + +

dispose() → {Group}

+ + + + + + +
+ Dipose the geometry and material for the group. +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Group instance. +
+ + + +
+
+ Type +
+
+ +Group + + +
+
+ + + + + + + + + + + + + +

enable() → {Emitter}

+ + + + + + +
+ Enables the emitter. If not already enabled, the emitter +will start emitting particles. +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ This emitter instance. +
+ + + +
+
+ Type +
+
+ +Emitter + + +
+
+ + + + + + + + + + + + + +

flagUpdate()

+ + + + + + +
+ Calculate the number of indices that this attribute should mark as needing +updating. Also marks the attribute as needing an update. +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

getComponentValueAtIndex(index) → {TypedArray}

+ + + + + + +
+ Returns the component value of the array at the given index, taking into account +the `indexOffset` property of this class. + +If the componentSize is set to 3, then it will return a new TypedArray +of length 3. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index in the array to fetch.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ The component value at the given index. +
+ + + +
+
+ Type +
+
+ +TypedArray + + +
+
+ + + + + + + + + + + + + +

getFromPool() → {Emitter|null}

+ + + + + + +
+ Fetch a single emitter instance from the pool. +If there are no objects in the pool, a new emitter will be +created if specified. +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + + + +
+
+ Type +
+
+ +Emitter +| + +null + + +
+
+ + + + + + + + + + + + + +

getLength() → {Number}

+ + + + + + +
+ Returns the length of the typed array associated with this attribute. +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ The length of the typed array. Will be 0 if no typed array has been created yet. +
+ + + +
+
+ Type +
+
+ +Number + + +
+
+ + + + + + + + + + + + + +

getPool() → {Array}

+ + + + + + +
+ Get the pool array +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + + + +
+
+ Type +
+
+ +Array + + +
+
+ + + + + + + + + + + + + +

getValueAtIndex(index) → {Number}

+ + + + + + +
+ Returns the value of the array at the given index, taking into account +the `indexOffset` property of this class. + +Note that this function ignores the component size and will just return a +single value. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index in the array to fetch.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ The value at the given index. +
+ + + +
+
+ Type +
+
+ +Number + + +
+
+ + + + + + + + + + + + + +

grow(size) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Grows the internal array. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
size + + +Number + + + + The new size of the typed array. Must be larger than `this.array.length`.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

releaseIntoPool(emitter) → {Group}

+ + + + + + +
+ Release an emitter into the pool. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
emitter + + +ShaderParticleEmitter + + + +
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ This group instance. +
+ + + +
+
+ Type +
+
+ +Group + + +
+
+ + + + + + + + + + + + + +

remove() → {Emitter}

+ + + + + + +
+ Remove this emitter from it's parent group (if it has been added to one). +Delgates to Group.prototype.removeEmitter(). + +When called, all particle's belonging to this emitter will be instantly +removed from the scene. +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + +
See:
+
+
    +
  • Group.prototype.removeEmitter
  • +
+
+ + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ This emitter instance. +
+ + + +
+
+ Type +
+
+ +Emitter + + +
+
+ + + + + + + + + + + + + +

removeEmitter(emitter)

+ + + + + + +
+ Removes an Emitter instance from this group. When called, +all particle's belonging to the given emitter will be instantly +removed from the scene. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
emitter + + +Emitter + + + + The emitter to add to this group.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

reset(forceopt) → {Emitter}

+ + + + + + +
+ Resets all the emitter's particles to their start positions +and marks the particles as dead if the `force` argument is +true. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeAttributesDescription
force + + +Boolean + + + + + + <optional>
+ + + + + +
If true, all particles will be marked as dead instantly.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ This emitter instance. +
+ + + +
+
+ Type +
+
+ +Emitter + + +
+
+ + + + + + + + + + + + + +

resetUpdateRange()

+ + + + + + +
+ Reset the index update counts for this attribute +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

setColor(index, color) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Color value at `index`. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the vec3 values from.
color + + +Color + + + + Any object that has `r`, `g`, and `b` properties.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setFromArray(index, array) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Copies from the given TypedArray into this one, using the index argument +as the start position. Alias for `TypedArray.set`. Will automatically resize +if the given source array is of a larger size than the internal array. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The start position from which to copy into this array.
array + + +TypedArray + + + + The array from which to copy; the source array.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setMat3(index, mat3) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Matrix3 value at `index`. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the matrix values from.
mat3 + + +Matrix3 + + + + The 3x3 matrix to set from. Must have a TypedArray property named `elements` to copy from.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setMat4(index, mat3) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Matrix4 value at `index`. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the matrix values from.
mat3 + + +Matrix4 + + + + The 4x4 matrix to set from. Must have a TypedArray property named `elements` to copy from.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setNumber(index, numericValue) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Number value at `index`. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the vec3 values from.
numericValue + + +Number + + + + The number to assign to this index in the array.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setSize(size)

+ + + + + + +
+ Sets the size of the internal array. + +Delegates to `this.shrink` or `this.grow` depending on size +argument's relation to the current size of the internal array. + +Note that if the array is to be shrunk, data will be lost. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
size + + +Number + + + + The new size of the array.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

setUpdateRange(min, max)

+ + + + + + +
+ Calculate the minimum and maximum update range for this buffer attribute using +component size independant min and max values. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
min + + +Number + + + + The start of the range to mark as needing an update.
max + + +Number + + + + The end of the range to mark as needing an update.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

setVec2(index, vec2) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Vector2 value at `index`. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the vec2 values from.
vec2 + + +Vector2 + + + + Any object that has `x` and `y` properties.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setVec2Components(index, x, y) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Vector2 value using raw components. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the vec2 values from.
x + + +Number + + + + The Vec2's `x` component.
y + + +Number + + + + The Vec2's `y` component.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setVec3(index, vec2) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Vector3 value at `index`. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the vec3 values from.
vec2 + + +Vector3 + + + + Any object that has `x`, `y`, and `z` properties.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setVec3Components(index, x, y, z) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Vector3 value using raw components. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the vec3 values from.
x + + +Number + + + + The Vec3's `x` component.
y + + +Number + + + + The Vec3's `y` component.
z + + +Number + + + + The Vec3's `z` component.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setVec4(index, vec2) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Vector4 value at `index`. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the vec4 values from.
vec2 + + +Vector4 + + + + Any object that has `x`, `y`, `z`, and `w` properties.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

setVec4Components(index, x, y, z, w) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Set a Vector4 value using raw components. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
index + + +Number + + + + The index at which to set the vec4 values from.
x + + +Number + + + + The Vec4's `x` component.
y + + +Number + + + + The Vec4's `y` component.
z + + +Number + + + + The Vec4's `z` component.
w + + +Number + + + + The Vec4's `w` component.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

shrink(size) → {SPE.TypedArrayHelper}

+ + + + + + +
+ Shrinks the internal array. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
size + + +Number + + + + The new size of the typed array. Must be smaller than `this.array.length`.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ Instance of this class. +
+ + + +
+
+ Type +
+
+ +SPE.TypedArrayHelper + + +
+
+ + + + + + + + + + + + + +

splice(start, end) → {Object}

+ + + + + + +
+ Perform a splice operation on this array's buffer. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
start + + +Number + + + + The start index of the splice. Will be multiplied by the number of components for this attribute.
end + + +Number + + + + The end index of the splice. Will be multiplied by the number of components for this attribute.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + +
Returns:
+ + +
+ The SPE.TypedArrayHelper instance. +
+ + + +
+
+ Type +
+
+ +Object + + +
+
+ + + + + + + + + - -
-
- +

splice(start, end)

+ + + + + + +
+ Perform a splice operation on this attribute's buffer. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
start + + +Number + + + + The start index of the splice. Will be multiplied by the number of components for this attribute.
end + + +Number + + + + The end index of the splice. Will be multiplied by the number of components for this attribute.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

tick(dt)

+ + + + + + +
+ Simulates one frame's worth of particles, updating particles +that are already alive, and marking ones that are currently dead +but should be alive as alive. + +If the emitter is marked as static, then this function will do nothing. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
dt + + +Number + + + + The number of seconds to simulate (deltaTime)
+ + + -
@@ -69,6 +5695,11 @@

+ +
Source:
+
@@ -79,55 +5710,54 @@

- - -
- - - - - - - - -

Type Definitions

- - -

distribution

-
Type:
-
    -
  • + + + + -Number + + + +

    tick(dtopt)

    + + + + + + +
    + Simulate all the emitter's belonging to this group, updating +attribute values along the way. +
    -
  • -
-
Properties:
+ + +
Parameters:
- +
@@ -137,8 +5767,12 @@
Properties:
+ + + + @@ -149,7 +5783,7 @@
Properties:
- + + + + + - + + +
TypeAttributesDefaultDescription
SPE.distributions.BOXdt @@ -162,17 +5796,150 @@
Properties:
+ + <optional>
+ + + + + +
+ + Group's `fixedTimeStep` value + + Values will be distributed within a box.The number of seconds to simulate the group's emitters for (deltaTime)
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

triggerPoolEmitter(numEmitters, positionopt) → {Group}

+ + + + + + +
+ Set a given number of emitters as alive, with an optional position +vector3 to move them to. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + - + + + - + - + + + - + @@ -221,6 +6006,8 @@
Properties:
+ +
@@ -250,7 +6037,7 @@
Properties:
Source:
@@ -266,7 +6053,49 @@
Properties:
- + + + + + + + + + +
Returns:
+ + +
+ This group instance. +
+ + + +
+
+ Type +
+
+ +Group + + +
+
+ + + + + + + + + + + +

Type Definitions

+ +

Emitter

@@ -322,7 +6151,7 @@
Type:
Source:
@@ -332,7 +6161,7 @@
Type:
See:
@@ -408,7 +6237,7 @@
Properties:
+ Must be an distributions.* value. @@ -909,7 +6738,8 @@
Properties
+ of this vector is used. + When using a LINE distribution, this value is the endpoint of the LINE. @@ -949,7 +6779,8 @@
Properties
+ of this vector is used. + When using a LINE distribution, this property is ignored. @@ -1036,7 +6867,7 @@
Properties
NameTypeAttributesDescription
SPE.distributions.SPHEREnumEmitters @@ -185,33 +5952,51 @@
Properties:
+ + + + + + Values will be distributed within a sphere.The number of emitters to activate
SPE.distributions.DISCposition -Number +Object + + <optional>
+ + + + + +
Values will be distributed within a 2D disc.A THREE.Vector3 instance describing the position to activate the emitter(s) at.
-distribution +distribution @@ -434,7 +6263,7 @@
Properties:
The default distribution this emitter should use to control its particle's spawn position and force behaviour. - Must be an SPE.distributions.* value.
A THREE.Vector3 instance describing this emitter's position variance on a per-particle basis. Note that when using a SPHERE or DISC distribution, only the x-component - of this vector is used.
A THREE.Vector3 instance describing the numeric multiples the particle's should be spread out over. Note that when using a SPHERE or DISC distribution, only the x-component - of this vector is used.
-distribution +distribution @@ -1252,7 +7083,7 @@
Properties
-distribution +distribution @@ -1468,7 +7299,7 @@
Properties
-distribution +distribution @@ -2946,7 +8777,7 @@
Properties
Source:
@@ -3018,7 +8849,7 @@
Type:
Source:
@@ -3028,7 +8859,7 @@
Type:
See:
@@ -3557,7 +9388,7 @@
Properties
Source:
@@ -3587,13 +9418,13 @@
Properties

- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) + Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time)
diff --git a/docs/api/helpers_SPE.ShaderAttribute.js.html b/docs/api/helpers_SPE.ShaderAttribute.js.html deleted file mode 100644 index 43240a2..0000000 --- a/docs/api/helpers_SPE.ShaderAttribute.js.html +++ /dev/null @@ -1,269 +0,0 @@ - - - - - JSDoc: Source: helpers/SPE.ShaderAttribute.js - - - - - - - - - - -
- -

Source: helpers/SPE.ShaderAttribute.js

- - - - - - -
-
-
/**
- * A helper to handle creating and updating a THREE.BufferAttribute instance.
- *
- * @author  Luke Moody
- * @constructor
- * @param {String} type          The buffer attribute type. See SPE.ShaderAttribute.typeSizeMap for valid values.
- * @param {Boolean=} dynamicBuffer Whether this buffer attribute should be marked as dynamic or not.
- * @param {Function=} arrayType     A reference to a TypedArray constructor. Defaults to Float32Array if none provided.
- */
-SPE.ShaderAttribute = function( type, dynamicBuffer, arrayType ) {
-    'use strict';
-
-    var typeMap = SPE.ShaderAttribute.typeSizeMap;
-
-    this.type = typeof type === 'string' && typeMap.hasOwnProperty( type ) ? type : 'f';
-    this.componentSize = typeMap[ this.type ];
-    this.arrayType = arrayType || Float32Array;
-    this.typedArray = null;
-    this.bufferAttribute = null;
-    this.dynamicBuffer = !!dynamicBuffer;
-
-    this.updateMin = 0;
-    this.updateMax = 0;
-};
-
-SPE.ShaderAttribute.constructor = SPE.ShaderAttribute;
-
-/**
- * A map of uniform types to their component size.
- * @enum {Number}
- */
-SPE.ShaderAttribute.typeSizeMap = {
-    /**
-     * Float
-     * @type {Number}
-     */
-    f: 1,
-
-    /**
-     * Vec2
-     * @type {Number}
-     */
-    v2: 2,
-
-    /**
-     * Vec3
-     * @type {Number}
-     */
-    v3: 3,
-
-    /**
-     * Vec4
-     * @type {Number}
-     */
-    v4: 4,
-
-    /**
-     * Color
-     * @type {Number}
-     */
-    c: 3,
-
-    /**
-     * Mat3
-     * @type {Number}
-     */
-    m3: 9,
-
-    /**
-     * Mat4
-     * @type {Number}
-     */
-    m4: 16
-};
-
-/**
- * Calculate the minimum and maximum update range for this buffer attribute using
- * component size independant min and max values.
- *
- * @param {Number} min The start of the range to mark as needing an update.
- * @param {Number} max The end of the range to mark as needing an update.
- */
-SPE.ShaderAttribute.prototype.setUpdateRange = function( min, max ) {
-    'use strict';
-
-    this.updateMin = Math.min( min * this.componentSize, this.updateMin * this.componentSize );
-    this.updateMax = Math.max( max * this.componentSize, this.updateMax * this.componentSize );
-};
-
-/**
- * Calculate the number of indices that this attribute should mark as needing
- * updating. Also marks the attribute as needing an update.
- */
-SPE.ShaderAttribute.prototype.flagUpdate = function() {
-    'use strict';
-
-    var attr = this.bufferAttribute,
-        range = attr.updateRange;
-
-    range.offset = this.updateMin;
-    range.count = Math.min( ( this.updateMax - this.updateMin ) + this.componentSize, this.typedArray.array.length );
-    // console.log( range.offset, range.count, this.typedArray.array.length );
-    // console.log( 'flagUpdate:', range.offset, range.count );
-    attr.needsUpdate = true;
-};
-
-
-
-/**
- * Reset the index update counts for this attribute
- */
-SPE.ShaderAttribute.prototype.resetUpdateRange = function() {
-    'use strict';
-
-    this.updateMin = 0;
-    this.updateMax = 0;
-};
-
-SPE.ShaderAttribute.prototype.resetDynamic = function() {
-    'use strict';
-    this.bufferAttribute.dynamic = this.dynamicBuffer;
-};
-
-/**
- * Perform a splice operation on this attribute's buffer.
- * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
- * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
- */
-SPE.ShaderAttribute.prototype.splice = function( start, end ) {
-    'use strict';
-
-    this.typedArray.splice( start, end );
-
-    // Reset the reference to the attribute's typed array
-    // since it has probably changed.
-    this.forceUpdateAll();
-};
-
-SPE.ShaderAttribute.prototype.forceUpdateAll = function() {
-    'use strict';
-
-    this.bufferAttribute.array = this.typedArray.array;
-    this.bufferAttribute.updateRange.offset = 0;
-    this.bufferAttribute.updateRange.count = -1;
-    this.bufferAttribute.dynamic = false;
-    this.bufferAttribute.needsUpdate = true;
-};
-
-/**
- * Make sure this attribute has a typed array associated with it.
- *
- * If it does, then it will ensure the typed array is of the correct size.
- *
- * If not, a new SPE.TypedArrayHelper instance will be created.
- *
- * @param  {Number} size The size of the typed array to create or update to.
- */
-SPE.ShaderAttribute.prototype._ensureTypedArray = function( size ) {
-    'use strict';
-
-    // Condition that's most likely to be true at the top: no change.
-    if ( this.typedArray !== null && this.typedArray.size === size * this.componentSize ) {
-        return;
-    }
-
-    // Resize the array if we need to, telling the TypedArrayHelper to
-    // ignore it's component size when evaluating size.
-    else if ( this.typedArray !== null && this.typedArray.size !== size ) {
-        this.typedArray.setSize( size );
-    }
-
-    // This condition should only occur once in an attribute's lifecycle.
-    else if ( this.typedArray === null ) {
-        this.typedArray = new SPE.TypedArrayHelper( this.arrayType, size, this.componentSize );
-    }
-};
-
-
-/**
- * Creates a THREE.BufferAttribute instance if one doesn't exist already.
- *
- * Ensures a typed array is present by calling _ensureTypedArray() first.
- *
- * If a buffer attribute exists already, then it will be marked as needing an update.
- *
- * @param  {Number} size The size of the typed array to create if one doesn't exist, or resize existing array to.
- */
-SPE.ShaderAttribute.prototype._createBufferAttribute = function( size ) {
-    'use strict';
-
-    // Make sure the typedArray is present and correct.
-    this._ensureTypedArray( size );
-
-    // Don't create it if it already exists, but do
-    // flag that it needs updating on the next render
-    // cycle.
-    if ( this.bufferAttribute !== null ) {
-        this.bufferAttribute.array = this.typedArray.array;
-        this.bufferAttribute.needsUpdate = true;
-        return;
-    }
-
-    this.bufferAttribute = new THREE.BufferAttribute( this.typedArray.array, this.componentSize );
-    this.bufferAttribute.dynamic = this.dynamicBuffer;
-};
-
-/**
- * Returns the length of the typed array associated with this attribute.
- * @return {Number} The length of the typed array. Will be 0 if no typed array has been created yet.
- */
-SPE.ShaderAttribute.prototype.getLength = function() {
-    'use strict';
-
-    if ( this.typedArray === null ) {
-        return 0;
-    }
-
-    return this.typedArray.array.length;
-};
-
-
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - diff --git a/docs/api/helpers_SPE.TypedArrayHelper.js.html b/docs/api/helpers_SPE.TypedArrayHelper.js.html deleted file mode 100644 index 641a187..0000000 --- a/docs/api/helpers_SPE.TypedArrayHelper.js.html +++ /dev/null @@ -1,381 +0,0 @@ - - - - - JSDoc: Source: helpers/SPE.TypedArrayHelper.js - - - - - - - - - - -
- -

Source: helpers/SPE.TypedArrayHelper.js

- - - - - - -
-
-
/**
- * A helper class for TypedArrays.
- *
- * Allows for easy resizing, assignment of various component-based
- * types (Vector2s, Vector3s, Vector4s, Mat3s, Mat4s),
- * as well as Colors (where components are `r`, `g`, `b`),
- * Numbers, and setting from other TypedArrays.
- *
- * @author Luke Moody
- * @constructor
- * @param {Function} TypedArrayConstructor The constructor to use (Float32Array, Uint8Array, etc.)
- * @param {Number} size                 The size of the array to create
- * @param {Number} componentSize        The number of components per-value (ie. 3 for a vec3, 9 for a Mat3, etc.)
- * @param {Number} indexOffset          The index in the array from which to start assigning values. Default `0` if none provided
- */
-SPE.TypedArrayHelper = function( TypedArrayConstructor, size, componentSize, indexOffset ) {
-    'use strict';
-
-    this.componentSize = componentSize || 1;
-    this.size = ( size || 1 );
-    this.TypedArrayConstructor = TypedArrayConstructor || Float32Array;
-    this.array = new TypedArrayConstructor( size * this.componentSize );
-    this.indexOffset = indexOffset || 0;
-};
-
-SPE.TypedArrayHelper.constructor = SPE.TypedArrayHelper;
-
-/**
- * Sets the size of the internal array.
- *
- * Delegates to `this.shrink` or `this.grow` depending on size
- * argument's relation to the current size of the internal array.
- *
- * Note that if the array is to be shrunk, data will be lost.
- *
- * @param {Number} size The new size of the array.
- */
-SPE.TypedArrayHelper.prototype.setSize = function( size, noComponentMultiply ) {
-    'use strict';
-
-    var currentArraySize = this.array.length;
-
-    if ( !noComponentMultiply ) {
-        size = size * this.componentSize;
-    }
-
-    if ( size < currentArraySize ) {
-        return this.shrink( size );
-    }
-    else if ( size > currentArraySize ) {
-        return this.grow( size );
-    }
-    else {
-        console.info( 'TypedArray is already of size:', size + '.', 'Will not resize.' );
-    }
-};
-
-/**
- * Shrinks the internal array.
- *
- * @param  {Number} size The new size of the typed array. Must be smaller than `this.array.length`.
- * @return {SPE.TypedArrayHelper}      Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.shrink = function( size ) {
-    'use strict';
-
-    this.array = this.array.subarray( 0, size );
-    this.size = size;
-    return this;
-};
-
-/**
- * Grows the internal array.
- * @param  {Number} size The new size of the typed array. Must be larger than `this.array.length`.
- * @return {SPE.TypedArrayHelper}      Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.grow = function( size ) {
-    'use strict';
-
-    var existingArray = this.array,
-        newArray = new this.TypedArrayConstructor( size );
-
-    newArray.set( existingArray );
-    this.array = newArray;
-    this.size = size;
-
-    return this;
-};
-
-
-/**
- * Perform a splice operation on this array's buffer.
- * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
- * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
- * @returns {Object} The SPE.TypedArrayHelper instance.
- */
-SPE.TypedArrayHelper.prototype.splice = function( start, end ) {
-    'use strict';
-    start *= this.componentSize;
-    end *= this.componentSize;
-
-    var data = [],
-        array = this.array,
-        size = array.length;
-
-    for ( var i = 0; i < size; ++i ) {
-        if ( i < start || i >= end ) {
-            data.push( array[ i ] );
-        }
-        // array[ i ] = 0;
-    }
-
-    this.setFromArray( 0, data );
-
-    return this;
-};
-
-
-/**
- * Copies from the given TypedArray into this one, using the index argument
- * as the start position. Alias for `TypedArray.set`. Will automatically resize
- * if the given source array is of a larger size than the internal array.
- *
- * @param {Number} index      The start position from which to copy into this array.
- * @param {TypedArray} array The array from which to copy; the source array.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setFromArray = function( index, array ) {
-    'use strict';
-
-    var sourceArraySize = array.length,
-        newSize = index + sourceArraySize;
-
-    if ( newSize > this.array.length ) {
-        this.grow( newSize );
-    }
-    else if ( newSize < this.array.length ) {
-        this.shrink( newSize );
-    }
-
-    this.array.set( array, this.indexOffset + index );
-
-    return this;
-};
-
-/**
- * Set a Vector2 value at `index`.
- *
- * @param {Number} index The index at which to set the vec2 values from.
- * @param {Vector2} vec2  Any object that has `x` and `y` properties.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setVec2 = function( index, vec2 ) {
-    'use strict';
-
-    return this.setVec2Components( index, vec2.x, vec2.y );
-};
-
-/**
- * Set a Vector2 value using raw components.
- *
- * @param {Number} index The index at which to set the vec2 values from.
- * @param {Number} x     The Vec2's `x` component.
- * @param {Number} y     The Vec2's `y` component.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setVec2Components = function( index, x, y ) {
-    'use strict';
-
-    var array = this.array,
-        i = this.indexOffset + ( index * this.componentSize );
-
-    array[ i ] = x;
-    array[ i + 1 ] = y;
-    return this;
-};
-
-/**
- * Set a Vector3 value at `index`.
- *
- * @param {Number} index The index at which to set the vec3 values from.
- * @param {Vector3} vec2  Any object that has `x`, `y`, and `z` properties.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setVec3 = function( index, vec3 ) {
-    'use strict';
-
-    return this.setVec3Components( index, vec3.x, vec3.y, vec3.z );
-};
-
-/**
- * Set a Vector3 value using raw components.
- *
- * @param {Number} index The index at which to set the vec3 values from.
- * @param {Number} x     The Vec3's `x` component.
- * @param {Number} y     The Vec3's `y` component.
- * @param {Number} z     The Vec3's `z` component.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setVec3Components = function( index, x, y, z ) {
-    'use strict';
-
-    var array = this.array,
-        i = this.indexOffset + ( index * this.componentSize );
-
-    array[ i ] = x;
-    array[ i + 1 ] = y;
-    array[ i + 2 ] = z;
-    return this;
-};
-
-/**
- * Set a Vector4 value at `index`.
- *
- * @param {Number} index The index at which to set the vec4 values from.
- * @param {Vector4} vec2  Any object that has `x`, `y`, `z`, and `w` properties.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setVec4 = function( index, vec4 ) {
-    'use strict';
-
-    return this.setVec4Components( index, vec4.x, vec4.y, vec4.z, vec4.w );
-};
-
-/**
- * Set a Vector4 value using raw components.
- *
- * @param {Number} index The index at which to set the vec4 values from.
- * @param {Number} x     The Vec4's `x` component.
- * @param {Number} y     The Vec4's `y` component.
- * @param {Number} z     The Vec4's `z` component.
- * @param {Number} w     The Vec4's `w` component.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setVec4Components = function( index, x, y, z, w ) {
-    'use strict';
-
-    var array = this.array,
-        i = this.indexOffset + ( index * this.componentSize );
-
-    array[ i ] = x;
-    array[ i + 1 ] = y;
-    array[ i + 2 ] = z;
-    array[ i + 3 ] = w;
-    return this;
-};
-
-/**
- * Set a Matrix3 value at `index`.
- *
- * @param {Number} index The index at which to set the matrix values from.
- * @param {Matrix3} mat3 The 3x3 matrix to set from. Must have a TypedArray property named `elements` to copy from.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setMat3 = function( index, mat3 ) {
-    'use strict';
-
-    return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat3.elements );
-};
-
-/**
- * Set a Matrix4 value at `index`.
- *
- * @param {Number} index The index at which to set the matrix values from.
- * @param {Matrix4} mat3 The 4x4 matrix to set from. Must have a TypedArray property named `elements` to copy from.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setMat4 = function( index, mat4 ) {
-    'use strict';
-
-    return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat4.elements );
-};
-
-/**
- * Set a Color value at `index`.
- *
- * @param {Number} index The index at which to set the vec3 values from.
- * @param {Color} color  Any object that has `r`, `g`, and `b` properties.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setColor = function( index, color ) {
-    'use strict';
-
-    return this.setVec3Components( index, color.r, color.g, color.b );
-};
-
-/**
- * Set a Number value at `index`.
- *
- * @param {Number} index The index at which to set the vec3 values from.
- * @param {Number} numericValue  The number to assign to this index in the array.
- * @return {SPE.TypedArrayHelper} Instance of this class.
- */
-SPE.TypedArrayHelper.prototype.setNumber = function( index, numericValue ) {
-    'use strict';
-
-    this.array[ this.indexOffset + ( index * this.componentSize ) ] = numericValue;
-    return this;
-};
-
-/**
- * Returns the value of the array at the given index, taking into account
- * the `indexOffset` property of this class.
- *
- * Note that this function ignores the component size and will just return a
- * single value.
- *
- * @param  {Number} index The index in the array to fetch.
- * @return {Number}       The value at the given index.
- */
-SPE.TypedArrayHelper.prototype.getValueAtIndex = function( index ) {
-    'use strict';
-
-    return this.array[ this.indexOffset + index ];
-};
-
-/**
- * Returns the component value of the array at the given index, taking into account
- * the `indexOffset` property of this class.
- *
- * If the componentSize is set to 3, then it will return a new TypedArray
- * of length 3.
- *
- * @param  {Number} index The index in the array to fetch.
- * @return {TypedArray}       The component value at the given index.
- */
-SPE.TypedArrayHelper.prototype.getComponentValueAtIndex = function( index ) {
-    'use strict';
-
-    return this.array.subarray( this.indexOffset + ( index * this.componentSize ) );
-};
-
-
- - - - -
- - - -
- -
- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) -
- - - - - diff --git a/docs/api/helpers_ShaderAttribute.js.html b/docs/api/helpers_ShaderAttribute.js.html new file mode 100644 index 0000000..791d230 --- /dev/null +++ b/docs/api/helpers_ShaderAttribute.js.html @@ -0,0 +1,223 @@ + + + + + JSDoc: Source: helpers/ShaderAttribute.js + + + + + + + + + + +
+ +

Source: helpers/ShaderAttribute.js

+ + + + + + +
+
+
import * as THREE from 'three';
+import TypedArrayHelper from './TypedArrayHelper';
+import typeSizeMap from '@/constants/typeSizeMap';
+
+const HAS_OWN = Object.prototype.hasOwnProperty;
+
+/**
+ * A helper to handle creating and updating a THREE.BufferAttribute instance.
+ *
+ * @author  Luke Moody
+ * @constructor
+ * @param {String} type          The buffer attribute type. See `typeSizeMap`` for valid values.
+ * @param {Boolean=} dynamicBuffer Whether this buffer attribute should be marked as dynamic or not.
+ * @param {Function=} arrayType     A reference to a TypedArray constructor. Defaults to Float32Array if none provided.
+ */
+export default class ShaderAttribute {
+	constructor( type, dynamicBuffer, arrayType ) {
+		this.type = typeof type === 'string' && HAS_OWN.call( typeSizeMap, type ) ? type : 'f';
+		this.componentSize = typeSizeMap[ this.type ];
+		this.arrayType = arrayType || Float32Array;
+		this.typedArray = null;
+		this.bufferAttribute = null;
+		this.dynamicBuffer = !!dynamicBuffer;
+
+		this.updateMin = 0;
+		this.updateMax = 0;
+	}
+
+	/**
+	 * Calculate the minimum and maximum update range for this buffer attribute using
+	 * component size independant min and max values.
+	 *
+	 * @param {Number} min The start of the range to mark as needing an update.
+	 * @param {Number} max The end of the range to mark as needing an update.
+	 */
+	setUpdateRange( min, max ) {
+		this.updateMin = Math.min( min * this.componentSize, this.updateMin * this.componentSize );
+		this.updateMax = Math.max( max * this.componentSize, this.updateMax * this.componentSize );
+	}
+
+	/**
+	 * Calculate the number of indices that this attribute should mark as needing
+	 * updating. Also marks the attribute as needing an update.
+	 */
+	flagUpdate() {
+		const attr = this.bufferAttribute,
+			range = attr.updateRange;
+
+		range.offset = this.updateMin;
+		range.count = Math.min( ( this.updateMax - this.updateMin ) + this.componentSize, this.typedArray.array.length );
+		attr.needsUpdate = true;
+	}
+
+
+
+	/**
+	 * Reset the index update counts for this attribute
+	 */
+	resetUpdateRange() {
+		this.updateMin = 0;
+		this.updateMax = 0;
+	}
+
+	resetDynamic() {
+		this.bufferAttribute.usage = this.dynamicBuffer ?
+			THREE.DynamicDrawUsage :
+			THREE.StaticDrawUsage;
+	}
+
+	/**
+	 * Perform a splice operation on this attribute's buffer.
+	 * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
+	 * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
+	 */
+	splice( start, end ) {
+		this.typedArray.splice( start, end );
+
+		// Reset the reference to the attribute's typed array
+		// since it has probably changed.
+		this.forceUpdateAll();
+	}
+
+	forceUpdateAll() {
+		this.bufferAttribute.array = this.typedArray.array;
+		this.bufferAttribute.updateRange.offset = 0;
+		this.bufferAttribute.updateRange.count = -1;
+
+		this.bufferAttribute.usage = THREE.StaticDrawUsage;
+		this.bufferAttribute.needsUpdate = true;
+	}
+
+	/**
+	 * Make sure this attribute has a typed array associated with it.
+	 *
+	 * If it does, then it will ensure the typed array is of the correct size.
+	 *
+	 * If not, a new `TypedArrayHelper` instance will be created.
+	 *
+	 * @param  {Number} size The size of the typed array to create or update to.
+	 */
+	_ensureTypedArray( size ) {
+		// Condition that's most likely to be true at the top: no change.
+		if ( this.typedArray !== null && this.typedArray.size === size * this.componentSize ) {
+			return;
+		}
+
+		// Resize the array if we need to, telling the TypedArrayHelper to
+		// ignore it's component size when evaluating size.
+		else if ( this.typedArray !== null && this.typedArray.size !== size ) {
+			this.typedArray.setSize( size );
+		}
+
+		// This condition should only occur once in an attribute's lifecycle.
+		else if ( this.typedArray === null ) {
+			this.typedArray = new TypedArrayHelper( this.arrayType, size, this.componentSize );
+		}
+	}
+
+
+	/**
+	 * Creates a THREE.BufferAttribute instance if one doesn't exist already.
+	 *
+	 * Ensures a typed array is present by calling _ensureTypedArray() first.
+	 *
+	 * If a buffer attribute exists already, then it will be marked as needing an update.
+	 *
+	 * @param  {Number} size The size of the typed array to create if one doesn't exist, or resize existing array to.
+	 */
+	_createBufferAttribute( size ) {
+		// Make sure the typedArray is present and correct.
+		this._ensureTypedArray( size );
+
+		// Don't create it if it already exists, but do
+		// flag that it needs updating on the next render
+		// cycle.
+		if ( this.bufferAttribute !== null ) {
+			this.bufferAttribute.array = this.typedArray.array;
+
+			// Since THREE.js version 81, dynamic count calculation was removed
+			// so I need to do it manually here.
+			//
+			// In the next minor release, I may well remove this check and force
+			// dependency on THREE r81+.
+			if ( parseFloat( THREE.REVISION ) >= 81 ) {
+				this.bufferAttribute.count = this.bufferAttribute.array.length / this.bufferAttribute.itemSize;
+			}
+
+			this.bufferAttribute.needsUpdate = true;
+			return;
+		}
+
+		this.bufferAttribute = new THREE.BufferAttribute( this.typedArray.array, this.componentSize );
+
+		this.bufferAttribute.usage = this.dynamicBuffer ?
+			THREE.DynamicDrawUsage :
+			THREE.StaticDrawUsage;
+	}
+
+	/**
+	 * Returns the length of the typed array associated with this attribute.
+	 * @return {Number} The length of the typed array. Will be 0 if no typed array has been created yet.
+	 */
+	getLength() {
+		if ( this.typedArray === null ) {
+			return 0;
+		}
+
+		return this.typedArray.array.length;
+	}
+
+}
+
+
+
+
+ + + + +
+ + + +
+ +
+ Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time) +
+ + + + + diff --git a/docs/api/helpers_TypedArrayHelper.js.html b/docs/api/helpers_TypedArrayHelper.js.html new file mode 100644 index 0000000..3e56912 --- /dev/null +++ b/docs/api/helpers_TypedArrayHelper.js.html @@ -0,0 +1,346 @@ + + + + + JSDoc: Source: helpers/TypedArrayHelper.js + + + + + + + + + + +
+ +

Source: helpers/TypedArrayHelper.js

+ + + + + + +
+
+
/**
+ * A helper class for TypedArrays.
+ *
+ * Allows for easy resizing, assignment of various component-based
+ * types (Vector2s, Vector3s, Vector4s, Mat3s, Mat4s),
+ * as well as Colors (where components are `r`, `g`, `b`),
+ * Numbers, and setting from other TypedArrays.
+ *
+ * @author Luke Moody
+ * @constructor
+ * @param {Function} TypedArrayConstructor The constructor to use (Float32Array, Uint8Array, etc.)
+ * @param {Number} size                 The size of the array to create
+ * @param {Number} componentSize        The number of components per-value (ie. 3 for a vec3, 9 for a Mat3, etc.)
+ * @param {Number} indexOffset          The index in the array from which to start assigning values. Default `0` if none provided
+ */
+export default class TypedArrayHelper {
+	constructor( TypedArrayConstructor, size, componentSize, indexOffset ) {
+		this.componentSize = componentSize || 1;
+		this.size = ( size || 1 );
+		this.TypedArrayConstructor = TypedArrayConstructor || Float32Array;
+		this.array = new TypedArrayConstructor( size * this.componentSize );
+		this.indexOffset = indexOffset || 0;
+	}
+
+	/**
+	 * Sets the size of the internal array.
+	 *
+	 * Delegates to `this.shrink` or `this.grow` depending on size
+	 * argument's relation to the current size of the internal array.
+	 *
+	 * Note that if the array is to be shrunk, data will be lost.
+	 *
+	 * @param {Number} size The new size of the array.
+	 */
+	setSize( s, noComponentMultiply ) {
+		const currentArraySize = this.array.length;
+		let size = s;
+
+		if ( !noComponentMultiply ) {
+			size = size * this.componentSize;
+		}
+
+		if ( size < currentArraySize ) {
+			return this.shrink( size );
+		}
+		else if ( size > currentArraySize ) {
+			return this.grow( size );
+		}
+		else {
+			console.info( 'TypedArray is already of size:', size + '.', 'Will not resize.' );
+		}
+	}
+
+	/**
+	 * Shrinks the internal array.
+	 *
+	 * @param  {Number} size The new size of the typed array. Must be smaller than `this.array.length`.
+	 * @return {SPE.TypedArrayHelper}      Instance of this class.
+	 */
+	shrink( size ) {
+		this.array = this.array.subarray( 0, size );
+		this.size = size;
+		return this;
+	}
+
+	/**
+	 * Grows the internal array.
+	 * @param  {Number} size The new size of the typed array. Must be larger than `this.array.length`.
+	 * @return {SPE.TypedArrayHelper}      Instance of this class.
+	 */
+	grow( size ) {
+		const newArray = new this.TypedArrayConstructor( size );
+
+		newArray.set( this.array );
+		this.array = newArray;
+		this.size = size;
+
+		return this;
+	}
+
+
+	/**
+	 * Perform a splice operation on this array's buffer.
+	 * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
+	 * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
+	 * @returns {Object} The SPE.TypedArrayHelper instance.
+	 */
+	splice( start, end ) {
+		const _start = start * this.componentSize,
+			_end = end * this.componentSize;
+
+		const data = [],
+			array = this.array,
+			size = array.length;
+
+		for ( let i = 0; i < size; ++i ) {
+			if ( i < _start || i >= _end ) {
+				data.push( array[ i ] );
+			}
+			// array[ i ] = 0;
+		}
+
+		this.setFromArray( 0, data );
+
+		return this;
+	}
+
+
+	/**
+	 * Copies from the given TypedArray into this one, using the index argument
+	 * as the start position. Alias for `TypedArray.set`. Will automatically resize
+	 * if the given source array is of a larger size than the internal array.
+	 *
+	 * @param {Number} index      The start position from which to copy into this array.
+	 * @param {TypedArray} array The array from which to copy; the source array.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setFromArray( index, array ) {
+		const sourceArraySize = array.length,
+			newSize = index + sourceArraySize;
+
+		if ( newSize > this.array.length ) {
+			this.grow( newSize );
+		}
+		else if ( newSize < this.array.length ) {
+			this.shrink( newSize );
+		}
+
+		this.array.set( array, this.indexOffset + index );
+
+		return this;
+	}
+
+	/**
+	 * Set a Vector2 value at `index`.
+	 *
+	 * @param {Number} index The index at which to set the vec2 values from.
+	 * @param {Vector2} vec2  Any object that has `x` and `y` properties.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setVec2( index, vec2 ) {
+		return this.setVec2Components( index, vec2.x, vec2.y );
+	}
+
+	/**
+	 * Set a Vector2 value using raw components.
+	 *
+	 * @param {Number} index The index at which to set the vec2 values from.
+	 * @param {Number} x     The Vec2's `x` component.
+	 * @param {Number} y     The Vec2's `y` component.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setVec2Components( index, x, y ) {
+		const array = this.array,
+			i = this.indexOffset + ( index * this.componentSize );
+
+		array[ i ] = x;
+		array[ i + 1 ] = y;
+		return this;
+	}
+
+	/**
+	 * Set a Vector3 value at `index`.
+	 *
+	 * @param {Number} index The index at which to set the vec3 values from.
+	 * @param {Vector3} vec2  Any object that has `x`, `y`, and `z` properties.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setVec3( index, vec3 ) {
+		return this.setVec3Components( index, vec3.x, vec3.y, vec3.z );
+	}
+
+	/**
+	 * Set a Vector3 value using raw components.
+	 *
+	 * @param {Number} index The index at which to set the vec3 values from.
+	 * @param {Number} x     The Vec3's `x` component.
+	 * @param {Number} y     The Vec3's `y` component.
+	 * @param {Number} z     The Vec3's `z` component.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setVec3Components( index, x, y, z ) {
+		const array = this.array,
+			i = this.indexOffset + ( index * this.componentSize );
+
+		array[ i ] = x;
+		array[ i + 1 ] = y;
+		array[ i + 2 ] = z;
+		return this;
+	}
+
+	/**
+	 * Set a Vector4 value at `index`.
+	 *
+	 * @param {Number} index The index at which to set the vec4 values from.
+	 * @param {Vector4} vec2  Any object that has `x`, `y`, `z`, and `w` properties.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setVec4( index, vec4 ) {
+		return this.setVec4Components( index, vec4.x, vec4.y, vec4.z, vec4.w );
+	}
+
+	/**
+	 * Set a Vector4 value using raw components.
+	 *
+	 * @param {Number} index The index at which to set the vec4 values from.
+	 * @param {Number} x     The Vec4's `x` component.
+	 * @param {Number} y     The Vec4's `y` component.
+	 * @param {Number} z     The Vec4's `z` component.
+	 * @param {Number} w     The Vec4's `w` component.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setVec4Components( index, x, y, z, w ) {
+		const array = this.array,
+			i = this.indexOffset + ( index * this.componentSize );
+
+		array[ i ] = x;
+		array[ i + 1 ] = y;
+		array[ i + 2 ] = z;
+		array[ i + 3 ] = w;
+		return this;
+	}
+
+	/**
+	 * Set a Matrix3 value at `index`.
+	 *
+	 * @param {Number} index The index at which to set the matrix values from.
+	 * @param {Matrix3} mat3 The 3x3 matrix to set from. Must have a TypedArray property named `elements` to copy from.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setMat3( index, mat3 ) {
+		return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat3.elements );
+	}
+
+	/**
+	 * Set a Matrix4 value at `index`.
+	 *
+	 * @param {Number} index The index at which to set the matrix values from.
+	 * @param {Matrix4} mat3 The 4x4 matrix to set from. Must have a TypedArray property named `elements` to copy from.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setMat4( index, mat4 ) {
+		return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat4.elements );
+	}
+
+	/**
+	 * Set a Color value at `index`.
+	 *
+	 * @param {Number} index The index at which to set the vec3 values from.
+	 * @param {Color} color  Any object that has `r`, `g`, and `b` properties.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setColor( index, color ) {
+		return this.setVec3Components( index, color.r, color.g, color.b );
+	}
+
+	/**
+	 * Set a Number value at `index`.
+	 *
+	 * @param {Number} index The index at which to set the vec3 values from.
+	 * @param {Number} numericValue  The number to assign to this index in the array.
+	 * @return {SPE.TypedArrayHelper} Instance of this class.
+	 */
+	setNumber( index, numericValue ) {
+		this.array[ this.indexOffset + ( index * this.componentSize ) ] = numericValue;
+		return this;
+	}
+
+	/**
+	 * Returns the value of the array at the given index, taking into account
+	 * the `indexOffset` property of this class.
+	 *
+	 * Note that this function ignores the component size and will just return a
+	 * single value.
+	 *
+	 * @param  {Number} index The index in the array to fetch.
+	 * @return {Number}       The value at the given index.
+	 */
+	getValueAtIndex( index ) {
+		return this.array[ this.indexOffset + index ];
+	}
+
+	/**
+	 * Returns the component value of the array at the given index, taking into account
+	 * the `indexOffset` property of this class.
+	 *
+	 * If the componentSize is set to 3, then it will return a new TypedArray
+	 * of length 3.
+	 *
+	 * @param  {Number} index The index in the array to fetch.
+	 * @return {TypedArray}       The component value at the given index.
+	 */
+	getComponentValueAtIndex( index ) {
+		return this.array.subarray( this.indexOffset + ( index * this.componentSize ) );
+	}
+}
+
+
+ + + + +
+ + + +
+ +
+ Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time) +
+ + + + + diff --git a/docs/api/index.html b/docs/api/index.html index df42ea5..acae45a 100644 --- a/docs/api/index.html +++ b/docs/api/index.html @@ -50,13 +50,13 @@


- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) + Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time)
diff --git a/docs/api/SPE.utils.html b/docs/api/module.html#.exports similarity index 71% rename from docs/api/SPE.utils.html rename to docs/api/module.html#.exports index 6fa6a09..541a8b5 100644 --- a/docs/api/SPE.utils.html +++ b/docs/api/module.html#.exports @@ -2,7 +2,7 @@ - JSDoc: Namespace: utils + JSDoc: Namespace: exports @@ -17,7 +17,7 @@
-

Namespace: utils

+

Namespace: exports

@@ -28,23 +28,938 @@

Namespace: utils

-

- SPE. +

exports

- utils - + +
+ +
+
+ + +
A bunch of utility functions used throughout the library.
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + +
+ + + + + + + + + + + + + + +

Members

+ + + +

(static) BOOLEAN :String

+ + + + +
+ Boolean type. +
+ + + +
Type:
+
    +
  • + +String + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + +

(static) BOX :Number

+ + + + +
+ Values will be distributed within a box. +
+ + + +
Type:
+
    +
  • + +Number + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
Default Value:
+
    +
  • 1
  • +
+ + + +
Source:
+
+ + + + + + + +
+ + + + + + + + +

(static) c :Number

+ + + + +
+ Color +
+ + + +
Type:
+
    +
  • + +Number + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
Default Value:
+
    +
  • 3
  • +
+ + + +
Source:
+
+ + + + + + + +
+ + + + + + + + +

(static) DISC :Number

+ + + + +
+ Values will be distributed on a 2d-disc shape. +
+ + + +
Type:
+
    +
  • + +Number + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
Default Value:
+
    +
  • 3
  • +
+ + + +
Source:
+
+ + + + + + + +
+ + + + + + + + +

(static) f :Number

+ + + + +
+ Float +
+ + + +
Type:
+
    +
  • + +Number + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
Default Value:
+
    +
  • 1
  • +
+ + + +
Source:
+
+ + + + + + + +
+ + + + + + + + +

(static) LINE :Number

+ + + + +
+ Values will be distributed along a line. +
+ + + +
Type:
+
    +
  • + +Number + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
Default Value:
+
    +
  • 4
  • +
+ + + +
Source:
+
+ + + + + + + +
+ + + + + + + + +

(static) m3 :Number

+ + + + +
+ Mat3 +
+ + + +
Type:
+
    +
  • + +Number + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
Default Value:
+
    +
  • 9
  • +
+ + + +
Source:
+
+ + + + + + + +
+ + + + + + + +

(static) m4 :Number

+ + + + +
+ Mat4 +
+ + + +
Type:
+
    +
  • + +Number + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
Default Value:
+
    +
  • 16
  • +
+ + + +
Source:
+
+ + + + + + + +
+ + + + + + + + +

(static) NUMBER :String

+ + + + +
+ Number type. +
+ + + +
Type:
+
    +
  • + +String + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + +

(static) OBJECT :String

+ + + + +
+ Object type. +
+ + + +
Type:
+
    +
  • + +String + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
+ + + + + + + +
+ + + + + + + + +

(static) SPHERE :Number

+ + + + +
+ Values will be distributed on a sphere. +
+ + + +
Type:
+
    +
  • + +Number + + +
  • +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
Default Value:
+
    +
  • 2
  • +
- -
+ + + + + + +

(static) STRING :String

+ + + + +
+ String type. +
+ + + +
Type:
+
    +
  • + +String + + +
  • +
+ + +
@@ -76,7 +991,7 @@

Source:
@@ -88,33 +1003,19 @@

- - -
- - - - - - - - - -

Members

-

(static) types :String

+

(static) v2 :Number

- A map of types used by `SPE.utils.ensureTypedArg` and -`SPE.utils.ensureArrayTypedArg` to compare types against. + Vec2
@@ -123,7 +1024,7 @@
Type:
  • -String +Number
  • @@ -133,123 +1034,156 @@
    Type:
    -
    Properties:
    +
    - - - - - - + - + - + - + - - - + - - - - - + - + - + +
    Default Value:
    +
      +
    • 2
    • +
    + - + +
    Source:
    +
    + - - + - - - - + + - + + + +

    (static) v3 :Number

    + + + + +
    + Vec3 +
    + + +
    Type:
    +
      +
    • +Number -
    - + + + + + + + + +
    -
    - - - + - + - + - + - - + - - - - + - + +
    Source:
    +
    + + + + + + + + + + + + + + +

    (static) v4 :Number

    + + + + +
    + Vec4 +
    + + +
    Type:
    +
      +
    • +Number -
    - - - -
    NameTypeDescription
    BOOLEAN - - -String + + - - Boolean type.
    STRING - - -String - - String type.
    NUMBER - - -String + + - - Number type.
    OBJECT - - -String + + +
    Default Value:
    +
      +
    • 3
    • +
    + - -
    Object type.
    + +
+ @@ -278,12 +1212,17 @@
Properties:
+ +
Default Value:
+
    +
  • 4
  • +
Source:
@@ -310,7 +1249,9 @@

Methods

+

(static) arrayValuesAreEqual(array) → {Boolean}

+ @@ -410,7 +1351,7 @@
Parameters:
Source:
@@ -433,6 +1374,8 @@
Parameters:
+ +
Returns:
@@ -458,12 +1401,16 @@
Returns:
+ + +

(static) clamp(value, min, max) → {Number}

+ @@ -609,7 +1556,7 @@
Parameters:
Source:
@@ -632,6 +1579,8 @@
Parameters:
+ +
Returns:
@@ -657,12 +1606,16 @@
Returns:
+ + +

(static) ensureArrayInstanceOf(arg, instance, defaultValue) → {Object}

+ @@ -815,7 +1768,7 @@
Parameters:
Source:
@@ -838,6 +1791,8 @@
Parameters:
+ +
Returns:
@@ -863,12 +1818,16 @@
Returns:
+ + +

(static) ensureArrayTypedArg(arg, type, defaultValue) → {boolean|string|number|object}

+ @@ -1039,7 +1998,7 @@
Parameters:
Source:
@@ -1062,6 +2021,8 @@
Parameters:
+ +
Returns:
@@ -1096,12 +2057,16 @@
Returns:
+ + +

(static) ensureInstanceOf(arg, instance, defaultValue) → {Object}

+ @@ -1247,7 +2212,7 @@
Parameters:
Source:
@@ -1270,6 +2235,8 @@
Parameters:
+ +
Returns:
@@ -1295,12 +2262,16 @@
Returns:
+ + +

(static) ensureTypedArg(arg, type, defaultValue) → {boolean|string|number|object}

+ @@ -1466,7 +2437,7 @@
Parameters:
Source:
@@ -1489,6 +2460,8 @@
Parameters:
+ +
Returns:
@@ -1523,12 +2496,16 @@
Returns:
+ + +

(static) ensureValueOverLifetimeCompliance(property, minLength, maxLength)

+ @@ -1679,7 +2656,7 @@
Parameters:
Source:
@@ -1705,12 +2682,18 @@
Parameters:
+ + + + +

(static) interpolateArray(srcArray, newLength) → {Array}

+ @@ -1838,7 +2821,7 @@
Parameters:
Source:
@@ -1861,6 +2844,8 @@
Parameters:
+ +
Returns:
@@ -1886,12 +2871,16 @@
Returns:
+ + +

(static) lerp(start, end, delta) → {Number}

+ @@ -2037,7 +3026,7 @@
Parameters:
Source:
@@ -2060,6 +3049,8 @@
Parameters:
+ +
Returns:
@@ -2085,19 +3076,23 @@
Returns:
+ + +

(static) lerpTypeAgnostic(start, end, delta) → {number|object|undefined}

+
- Linearly interpolates two values of various types. The given values + Linearly interpolates two values of various valueTypes. The given values must be of the same type for the interpolation to work.
@@ -2243,7 +3238,7 @@
Parameters:
Source:
@@ -2266,6 +3261,8 @@
Parameters:
+ +
Returns:
@@ -2299,12 +3296,16 @@
Returns:
+ + +

(static) randomColor(attribute, index, base, spread)

+ @@ -2474,7 +3475,7 @@
Parameters:
Source:
@@ -2500,12 +3501,18 @@
Parameters:
+ + + + +

(static) randomFloat(base, spread) → {Number}

+ @@ -2629,7 +3636,7 @@
Parameters:
Source:
@@ -2652,6 +3659,8 @@
Parameters:
+ +
Returns:
@@ -2677,12 +3686,16 @@
Returns:
+ + +

(static) randomVector3(attribute, index, base, spread, spreadClamp)

+ @@ -2875,7 +3888,7 @@
Parameters:
Source:
@@ -2901,12 +3914,18 @@
Parameters:
+ + + + +

(static) randomVector3OnDisc(attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp)

+ @@ -3145,7 +4164,214 @@
Parameters:
Source:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

(static) randomVector3OnLine(attribute, index, start, end)

+ + + + + + +
+ Given an SPE.ShaderAttribute instance, and various other settings, +assign values to the attribute's array in a `vec3` format. +
+ + + + + + + + + +
Parameters:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
attribute + + +Object + + + + The instance of SPE.ShaderAttribute to save the result to.
index + + +Number + + + + The offset in the attribute's TypedArray to save the result from.
start + + +Object + + + + THREE.Vector3 instance describing the start line position.
end + + +Object + + + + THREE.Vector3 instance describing the end line position.
+ + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Source:
+
@@ -3171,12 +4397,18 @@
Parameters:
+ + + + +

(static) randomVector3OnSphere(attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp)

+ @@ -3415,7 +4647,7 @@
Parameters:
Source:
@@ -3441,12 +4673,18 @@
Parameters:
+ + + + +

(static) roundToNearestMultiple(n, multiple) → {Number}

+ @@ -3569,7 +4807,7 @@
Parameters:
Source:
@@ -3592,6 +4830,8 @@
Parameters:
+ +
Returns:
@@ -3617,12 +4857,16 @@
Returns:
+ + +

(static) zeroToEpsilon(value, randomise) → {Number}

+ @@ -3747,7 +4991,7 @@
Parameters:
Source:
@@ -3770,6 +5014,8 @@
Parameters:
+ +
Returns:
@@ -3795,6 +5041,8 @@
Returns:
+ + @@ -3811,13 +5059,13 @@
Returns:

- Documentation generated by JSDoc 3.3.3 on Sat Nov 14 2015 15:30:50 GMT+0000 (GMT) + Documentation generated by JSDoc 3.6.4 on Sun Jun 28 2020 15:31:45 GMT+0100 (British Summer Time)
diff --git a/docs/api/scripts/linenumber.js b/docs/api/scripts/linenumber.js index 8d52f7e..4354785 100644 --- a/docs/api/scripts/linenumber.js +++ b/docs/api/scripts/linenumber.js @@ -1,12 +1,12 @@ /*global document */ -(function() { - var source = document.getElementsByClassName('prettyprint source linenums'); - var i = 0; - var lineNumber = 0; - var lineId; - var lines; - var totalLines; - var anchorHash; +(() => { + const source = document.getElementsByClassName('prettyprint source linenums'); + let i = 0; + let lineNumber = 0; + let lineId; + let lines; + let totalLines; + let anchorHash; if (source && source[0]) { anchorHash = document.location.hash.substring(1); @@ -15,7 +15,7 @@ for (; i < totalLines; i++) { lineNumber++; - lineId = 'line' + lineNumber; + lineId = `line${lineNumber}`; lines[i].id = lineId; if (lineId === anchorHash) { lines[i].className += ' selected'; diff --git a/docs/api/styles/jsdoc-default.css b/docs/api/styles/jsdoc-default.css index 24aa20f..7d1729d 100644 --- a/docs/api/styles/jsdoc-default.css +++ b/docs/api/styles/jsdoc-default.css @@ -78,6 +78,10 @@ article dl { margin-bottom: 40px; } +article img { + max-width: 100%; +} + section { display: block; @@ -153,7 +157,7 @@ h1 margin: 12px 24px 20px; } -h2, h3 +h2, h3.subsection-title { font-size: 30px; font-weight: 700; @@ -161,6 +165,13 @@ h2, h3 margin-bottom: 12px; } +h3 +{ + font-size: 24px; + letter-spacing: -0.5px; + margin-bottom: 12px; +} + h4 { font-size: 18px; @@ -185,8 +196,34 @@ h6 font-style: italic; } -.ancestors { color: #999; } -.ancestors a +table +{ + border-spacing: 0; + border: 0; + border-collapse: collapse; +} + +td, th +{ + border: 1px solid #ddd; + margin: 0px; + text-align: left; + vertical-align: top; + padding: 4px 6px; + display: table-cell; +} + +thead tr +{ + background-color: #ddd; + font-weight: bold; +} + +th { border-right: 1px solid #aaa; } +tr > th:last-child { border-right: 1px solid #ddd; } + +.ancestors, .attribs { color: #999; } +.ancestors a, .attribs a { color: #999 !important; text-decoration: none; @@ -236,7 +273,7 @@ h6 margin: 0; } -.prettyprint +.source { border: 1px solid #ddd; width: 80%; @@ -247,7 +284,7 @@ h6 width: inherit; } -.prettyprint code +.source code { font-size: 100%; line-height: 18px; @@ -296,44 +333,12 @@ h6 user-select: text; } -.params, .props -{ - border-spacing: 0; - border: 0; - border-collapse: collapse; -} - .params .name, .props .name, .name code { color: #4D4E53; font-family: Consolas, Monaco, 'Andale Mono', monospace; font-size: 100%; } -.params td, .params th, .props td, .props th -{ - border: 1px solid #ddd; - margin: 0px; - text-align: left; - vertical-align: top; - padding: 4px 6px; - display: table-cell; -} - -.params thead tr, .props thead tr -{ - background-color: #ddd; - font-weight: bold; -} - -.params .params thead tr, .props .props thead tr -{ - background-color: #fff; - font-weight: bold; -} - -.params th, .props th { border-right: 1px solid #aaa; } -.params thead .last, .props thead .last { border-right: 1px solid #ddd; } - .params td.description > p:first-child, .props td.description > p:first-child { diff --git a/docs/source/SPE.html b/docs/source/SPE.html deleted file mode 100644 index 28e8803..0000000 --- a/docs/source/SPE.html +++ /dev/null @@ -1,5342 +0,0 @@ - - - - - SPE.js - - - - - -
-
- -
    - -
  • -
    -

    SPE.js

    -
    -
  • - - - -
  • -
    - -
    - -
    - -
    - -
    /* shader-particle-engine 1.0.3
    - * 
    - * (c) 2015 Luke Moody (http://www.github.com/squarefeet)
    - *     Originally based on Lee Stemkoski's original work (https://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/js/ParticleEngine.js).
    - *
    - * shader-particle-engine may be freely distributed under the MIT license (See LICENSE at root of this repository.)
    - */
    -/**
    - * @typedef {Number} distribution
    - * @property {Number} SPE.distributions.BOX Values will be distributed within a box.
    - * @property {Number} SPE.distributions.SPHERE Values will be distributed within a sphere.
    - * @property {Number} SPE.distributions.DISC Values will be distributed within a 2D disc.
    - */
    -
    -/**
    - * Namespace for Shader Particle Engine.
    - *
    - * All SPE-related code sits under this namespace.
    - *
    - * @type {Object}
    - * @namespace
    - */
    -var SPE = {
    -
    -    /**
    -     * A map of supported distribution types used
    -     * by SPE.Emitter instances.
    -     *
    -     * These distribution types can be applied to
    -     * an emitter globally, which will affect the
    -     * `position`, `velocity`, and `acceleration`
    -     * value calculations for an emitter, or they
    -     * can be applied on a per-property basis.
    -     *
    -     * @enum {Number}
    -     */
    -    distributions: {
    -        /**
    -         * Values will be distributed within a box.
    -         * @type {Number}
    -         */
    -        BOX: 1,
    -
    -        /**
    -         * Values will be distributed on a sphere.
    -         * @type {Number}
    -         */
    -        SPHERE: 2,
    -
    -        /**
    -         * Values will be distributed on a 2d-disc shape.
    -         * @type {Number}
    -         */
    -        DISC: 3,
    -    },
    -
    -
    -    /**
    -     * Set this value to however many 'steps' you
    -     * want value-over-lifetime properties to have.
    -     *
    -     * It's adjustable to fix an interpolation problem:
    -     *
    -     * Assuming you specify an opacity value as [0, 1, 0]
    -     *      and the `valueOverLifetimeLength` is 4, then the
    -     *      opacity value array will be reinterpolated to
    -     *      be [0, 0.66, 0.66, 0].
    -     *   This isn't ideal, as particles would never reach
    -     *   full opacity.
    -     *
    -     * NOTE:
    -     *     This property affects the length of ALL
    -     *       value-over-lifetime properties for ALL
    -     *       emitters and ALL groups.
    -     *
    -     *     Only values >= 3 && <= 4 are allowed.
    -     *
    -     * @type {Number}
    -     */
    -    valueOverLifetimeLength: 4
    -};
    - -
  • - - -
  • -
    - -
    - -
    -

    Module loader support:

    - -
    - -
    if ( typeof define === 'function' && define.amd ) {
    -    define( 'spe', SPE );
    -}
    -else if ( typeof exports !== 'undefined' && typeof module !== 'undefined' ) {
    -    module.exports = SPE;
    -}
    -
    -/**
    - * A helper class for TypedArrays.
    - *
    - * Allows for easy resizing, assignment of various component-based
    - * types (Vector2s, Vector3s, Vector4s, Mat3s, Mat4s),
    - * as well as Colors (where components are `r`, `g`, `b`),
    - * Numbers, and setting from other TypedArrays.
    - *
    - * @author Luke Moody
    - * @constructor
    - * @param {Function} TypedArrayConstructor The constructor to use (Float32Array, Uint8Array, etc.)
    - * @param {Number} size                 The size of the array to create
    - * @param {Number} componentSize        The number of components per-value (ie. 3 for a vec3, 9 for a Mat3, etc.)
    - * @param {Number} indexOffset          The index in the array from which to start assigning values. Default `0` if none provided
    - */
    -SPE.TypedArrayHelper = function( TypedArrayConstructor, size, componentSize, indexOffset ) {
    -    'use strict';
    -
    -    this.componentSize = componentSize || 1;
    -    this.size = ( size || 1 );
    -    this.TypedArrayConstructor = TypedArrayConstructor || Float32Array;
    -    this.array = new TypedArrayConstructor( size * this.componentSize );
    -    this.indexOffset = indexOffset || 0;
    -};
    -
    -SPE.TypedArrayHelper.constructor = SPE.TypedArrayHelper;
    -
    -/**
    - * Sets the size of the internal array.
    - *
    - * Delegates to `this.shrink` or `this.grow` depending on size
    - * argument's relation to the current size of the internal array.
    - *
    - * Note that if the array is to be shrunk, data will be lost.
    - *
    - * @param {Number} size The new size of the array.
    - */
    -SPE.TypedArrayHelper.prototype.setSize = function( size, noComponentMultiply ) {
    -    'use strict';
    -
    -    var currentArraySize = this.array.length;
    -
    -    if ( !noComponentMultiply ) {
    -        size = size * this.componentSize;
    -    }
    -
    -    if ( size < currentArraySize ) {
    -        return this.shrink( size );
    -    }
    -    else if ( size > currentArraySize ) {
    -        return this.grow( size );
    -    }
    -    else {
    -        console.info( 'TypedArray is already of size:', size + '.', 'Will not resize.' );
    -    }
    -};
    -
    -/**
    - * Shrinks the internal array.
    - *
    - * @param  {Number} size The new size of the typed array. Must be smaller than `this.array.length`.
    - * @return {SPE.TypedArrayHelper}      Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.shrink = function( size ) {
    -    'use strict';
    -
    -    this.array = this.array.subarray( 0, size );
    -    this.size = size;
    -    return this;
    -};
    -
    -/**
    - * Grows the internal array.
    - * @param  {Number} size The new size of the typed array. Must be larger than `this.array.length`.
    - * @return {SPE.TypedArrayHelper}      Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.grow = function( size ) {
    -    'use strict';
    -
    -    var existingArray = this.array,
    -        newArray = new this.TypedArrayConstructor( size );
    -
    -    newArray.set( existingArray );
    -    this.array = newArray;
    -    this.size = size;
    -
    -    return this;
    -};
    -
    -
    -/**
    - * Perform a splice operation on this array's buffer.
    - * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
    - * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
    - * @returns {Object} The SPE.TypedArrayHelper instance.
    - */
    -SPE.TypedArrayHelper.prototype.splice = function( start, end ) {
    -    'use strict';
    -    start *= this.componentSize;
    -    end *= this.componentSize;
    -
    -    var data = [],
    -        array = this.array,
    -        size = array.length;
    -
    -    for ( var i = 0; i < size; ++i ) {
    -        if ( i < start || i >= end ) {
    -            data.push( array[ i ] );
    -        }
    - -
  • - - -
  • -
    - -
    - -
    -

    array[ i ] = 0;

    - -
    - -
        }
    -
    -    this.setFromArray( 0, data );
    -
    -    return this;
    -};
    -
    -
    -/**
    - * Copies from the given TypedArray into this one, using the index argument
    - * as the start position. Alias for `TypedArray.set`. Will automatically resize
    - * if the given source array is of a larger size than the internal array.
    - *
    - * @param {Number} index      The start position from which to copy into this array.
    - * @param {TypedArray} array The array from which to copy; the source array.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setFromArray = function( index, array ) {
    -    'use strict';
    -
    -    var sourceArraySize = array.length,
    -        newSize = index + sourceArraySize;
    -
    -    if ( newSize > this.array.length ) {
    -        this.grow( newSize );
    -    }
    -    else if ( newSize < this.array.length ) {
    -        this.shrink( newSize );
    -    }
    -
    -    this.array.set( array, this.indexOffset + index );
    -
    -    return this;
    -};
    -
    -/**
    - * Set a Vector2 value at `index`.
    - *
    - * @param {Number} index The index at which to set the vec2 values from.
    - * @param {Vector2} vec2  Any object that has `x` and `y` properties.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setVec2 = function( index, vec2 ) {
    -    'use strict';
    -
    -    return this.setVec2Components( index, vec2.x, vec2.y );
    -};
    -
    -/**
    - * Set a Vector2 value using raw components.
    - *
    - * @param {Number} index The index at which to set the vec2 values from.
    - * @param {Number} x     The Vec2's `x` component.
    - * @param {Number} y     The Vec2's `y` component.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setVec2Components = function( index, x, y ) {
    -    'use strict';
    -
    -    var array = this.array,
    -        i = this.indexOffset + ( index * this.componentSize );
    -
    -    array[ i ] = x;
    -    array[ i + 1 ] = y;
    -    return this;
    -};
    -
    -/**
    - * Set a Vector3 value at `index`.
    - *
    - * @param {Number} index The index at which to set the vec3 values from.
    - * @param {Vector3} vec2  Any object that has `x`, `y`, and `z` properties.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setVec3 = function( index, vec3 ) {
    -    'use strict';
    -
    -    return this.setVec3Components( index, vec3.x, vec3.y, vec3.z );
    -};
    -
    -/**
    - * Set a Vector3 value using raw components.
    - *
    - * @param {Number} index The index at which to set the vec3 values from.
    - * @param {Number} x     The Vec3's `x` component.
    - * @param {Number} y     The Vec3's `y` component.
    - * @param {Number} z     The Vec3's `z` component.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setVec3Components = function( index, x, y, z ) {
    -    'use strict';
    -
    -    var array = this.array,
    -        i = this.indexOffset + ( index * this.componentSize );
    -
    -    array[ i ] = x;
    -    array[ i + 1 ] = y;
    -    array[ i + 2 ] = z;
    -    return this;
    -};
    -
    -/**
    - * Set a Vector4 value at `index`.
    - *
    - * @param {Number} index The index at which to set the vec4 values from.
    - * @param {Vector4} vec2  Any object that has `x`, `y`, `z`, and `w` properties.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setVec4 = function( index, vec4 ) {
    -    'use strict';
    -
    -    return this.setVec4Components( index, vec4.x, vec4.y, vec4.z, vec4.w );
    -};
    -
    -/**
    - * Set a Vector4 value using raw components.
    - *
    - * @param {Number} index The index at which to set the vec4 values from.
    - * @param {Number} x     The Vec4's `x` component.
    - * @param {Number} y     The Vec4's `y` component.
    - * @param {Number} z     The Vec4's `z` component.
    - * @param {Number} w     The Vec4's `w` component.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setVec4Components = function( index, x, y, z, w ) {
    -    'use strict';
    -
    -    var array = this.array,
    -        i = this.indexOffset + ( index * this.componentSize );
    -
    -    array[ i ] = x;
    -    array[ i + 1 ] = y;
    -    array[ i + 2 ] = z;
    -    array[ i + 3 ] = w;
    -    return this;
    -};
    -
    -/**
    - * Set a Matrix3 value at `index`.
    - *
    - * @param {Number} index The index at which to set the matrix values from.
    - * @param {Matrix3} mat3 The 3x3 matrix to set from. Must have a TypedArray property named `elements` to copy from.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setMat3 = function( index, mat3 ) {
    -    'use strict';
    -
    -    return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat3.elements );
    -};
    -
    -/**
    - * Set a Matrix4 value at `index`.
    - *
    - * @param {Number} index The index at which to set the matrix values from.
    - * @param {Matrix4} mat3 The 4x4 matrix to set from. Must have a TypedArray property named `elements` to copy from.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setMat4 = function( index, mat4 ) {
    -    'use strict';
    -
    -    return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat4.elements );
    -};
    -
    -/**
    - * Set a Color value at `index`.
    - *
    - * @param {Number} index The index at which to set the vec3 values from.
    - * @param {Color} color  Any object that has `r`, `g`, and `b` properties.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setColor = function( index, color ) {
    -    'use strict';
    -
    -    return this.setVec3Components( index, color.r, color.g, color.b );
    -};
    -
    -/**
    - * Set a Number value at `index`.
    - *
    - * @param {Number} index The index at which to set the vec3 values from.
    - * @param {Number} numericValue  The number to assign to this index in the array.
    - * @return {SPE.TypedArrayHelper} Instance of this class.
    - */
    -SPE.TypedArrayHelper.prototype.setNumber = function( index, numericValue ) {
    -    'use strict';
    -
    -    this.array[ this.indexOffset + ( index * this.componentSize ) ] = numericValue;
    -    return this;
    -};
    -
    -/**
    - * Returns the value of the array at the given index, taking into account
    - * the `indexOffset` property of this class.
    - *
    - * Note that this function ignores the component size and will just return a
    - * single value.
    - *
    - * @param  {Number} index The index in the array to fetch.
    - * @return {Number}       The value at the given index.
    - */
    -SPE.TypedArrayHelper.prototype.getValueAtIndex = function( index ) {
    -    'use strict';
    -
    -    return this.array[ this.indexOffset + index ];
    -};
    -
    -/**
    - * Returns the component value of the array at the given index, taking into account
    - * the `indexOffset` property of this class.
    - *
    - * If the componentSize is set to 3, then it will return a new TypedArray
    - * of length 3.
    - *
    - * @param  {Number} index The index in the array to fetch.
    - * @return {TypedArray}       The component value at the given index.
    - */
    -SPE.TypedArrayHelper.prototype.getComponentValueAtIndex = function( index ) {
    -    'use strict';
    -
    -    return this.array.subarray( this.indexOffset + ( index * this.componentSize ) );
    -};
    -
    -/**
    - * A helper to handle creating and updating a THREE.BufferAttribute instance.
    - *
    - * @author  Luke Moody
    - * @constructor
    - * @param {String} type          The buffer attribute type. See SPE.ShaderAttribute.typeSizeMap for valid values.
    - * @param {Boolean=} dynamicBuffer Whether this buffer attribute should be marked as dynamic or not.
    - * @param {Function=} arrayType     A reference to a TypedArray constructor. Defaults to Float32Array if none provided.
    - */
    -SPE.ShaderAttribute = function( type, dynamicBuffer, arrayType ) {
    -    'use strict';
    -
    -    var typeMap = SPE.ShaderAttribute.typeSizeMap;
    -
    -    this.type = typeof type === 'string' && typeMap.hasOwnProperty( type ) ? type : 'f';
    -    this.componentSize = typeMap[ this.type ];
    -    this.arrayType = arrayType || Float32Array;
    -    this.typedArray = null;
    -    this.bufferAttribute = null;
    -    this.dynamicBuffer = !!dynamicBuffer;
    -
    -    this.updateMin = 0;
    -    this.updateMax = 0;
    -};
    -
    -SPE.ShaderAttribute.constructor = SPE.ShaderAttribute;
    -
    -/**
    - * A map of uniform types to their component size.
    - * @enum {Number}
    - */
    -SPE.ShaderAttribute.typeSizeMap = {
    -    /**
    -     * Float
    -     * @type {Number}
    -     */
    -    f: 1,
    -
    -    /**
    -     * Vec2
    -     * @type {Number}
    -     */
    -    v2: 2,
    -
    -    /**
    -     * Vec3
    -     * @type {Number}
    -     */
    -    v3: 3,
    -
    -    /**
    -     * Vec4
    -     * @type {Number}
    -     */
    -    v4: 4,
    -
    -    /**
    -     * Color
    -     * @type {Number}
    -     */
    -    c: 3,
    -
    -    /**
    -     * Mat3
    -     * @type {Number}
    -     */
    -    m3: 9,
    -
    -    /**
    -     * Mat4
    -     * @type {Number}
    -     */
    -    m4: 16
    -};
    -
    -/**
    - * Calculate the minimum and maximum update range for this buffer attribute using
    - * component size independant min and max values.
    - *
    - * @param {Number} min The start of the range to mark as needing an update.
    - * @param {Number} max The end of the range to mark as needing an update.
    - */
    -SPE.ShaderAttribute.prototype.setUpdateRange = function( min, max ) {
    -    'use strict';
    -
    -    this.updateMin = Math.min( min * this.componentSize, this.updateMin * this.componentSize );
    -    this.updateMax = Math.max( max * this.componentSize, this.updateMax * this.componentSize );
    -};
    -
    -/**
    - * Calculate the number of indices that this attribute should mark as needing
    - * updating. Also marks the attribute as needing an update.
    - */
    -SPE.ShaderAttribute.prototype.flagUpdate = function() {
    -    'use strict';
    -
    -    var attr = this.bufferAttribute,
    -        range = attr.updateRange;
    -
    -    range.offset = this.updateMin;
    -    range.count = Math.min( ( this.updateMax - this.updateMin ) + this.componentSize, this.typedArray.array.length );
    - -
  • - - -
  • -
    - -
    - -
    -

    console.log( range.offset, range.count, this.typedArray.array.length ); -console.log( ‘flagUpdate:’, range.offset, range.count );

    - -
    - -
        attr.needsUpdate = true;
    -};
    -
    -
    -
    -/**
    - * Reset the index update counts for this attribute
    - */
    -SPE.ShaderAttribute.prototype.resetUpdateRange = function() {
    -    'use strict';
    -
    -    this.updateMin = 0;
    -    this.updateMax = 0;
    -};
    -
    -SPE.ShaderAttribute.prototype.resetDynamic = function() {
    -    'use strict';
    -    this.bufferAttribute.dynamic = this.dynamicBuffer;
    -};
    -
    -/**
    - * Perform a splice operation on this attribute's buffer.
    - * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
    - * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
    - */
    -SPE.ShaderAttribute.prototype.splice = function( start, end ) {
    -    'use strict';
    -
    -    this.typedArray.splice( start, end );
    - -
  • - - -
  • -
    - -
    - -
    -

    Reset the reference to the attribute’s typed array -since it has probably changed.

    - -
    - -
        this.forceUpdateAll();
    -};
    -
    -SPE.ShaderAttribute.prototype.forceUpdateAll = function() {
    -    'use strict';
    -
    -    this.bufferAttribute.array = this.typedArray.array;
    -    this.bufferAttribute.updateRange.offset = 0;
    -    this.bufferAttribute.updateRange.count = -1;
    -    this.bufferAttribute.dynamic = false;
    -    this.bufferAttribute.needsUpdate = true;
    -};
    -
    -/**
    - * Make sure this attribute has a typed array associated with it.
    - *
    - * If it does, then it will ensure the typed array is of the correct size.
    - *
    - * If not, a new SPE.TypedArrayHelper instance will be created.
    - *
    - * @param  {Number} size The size of the typed array to create or update to.
    - */
    -SPE.ShaderAttribute.prototype._ensureTypedArray = function( size ) {
    -    'use strict';
    - -
  • - - -
  • -
    - -
    - -
    -

    Condition that’s most likely to be true at the top: no change.

    - -
    - -
        if ( this.typedArray !== null && this.typedArray.size === size * this.componentSize ) {
    -        return;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Resize the array if we need to, telling the TypedArrayHelper to -ignore it’s component size when evaluating size.

    - -
    - -
        else if ( this.typedArray !== null && this.typedArray.size !== size ) {
    -        this.typedArray.setSize( size );
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    This condition should only occur once in an attribute’s lifecycle.

    - -
    - -
        else if ( this.typedArray === null ) {
    -        this.typedArray = new SPE.TypedArrayHelper( this.arrayType, size, this.componentSize );
    -    }
    -};
    -
    -
    -/**
    - * Creates a THREE.BufferAttribute instance if one doesn't exist already.
    - *
    - * Ensures a typed array is present by calling _ensureTypedArray() first.
    - *
    - * If a buffer attribute exists already, then it will be marked as needing an update.
    - *
    - * @param  {Number} size The size of the typed array to create if one doesn't exist, or resize existing array to.
    - */
    -SPE.ShaderAttribute.prototype._createBufferAttribute = function( size ) {
    -    'use strict';
    - -
  • - - -
  • -
    - -
    - -
    -

    Make sure the typedArray is present and correct.

    - -
    - -
        this._ensureTypedArray( size );
    - -
  • - - -
  • -
    - -
    - -
    -

    Don’t create it if it already exists, but do -flag that it needs updating on the next render -cycle.

    - -
    - -
        if ( this.bufferAttribute !== null ) {
    -        this.bufferAttribute.array = this.typedArray.array;
    -        this.bufferAttribute.needsUpdate = true;
    -        return;
    -    }
    -
    -    this.bufferAttribute = new THREE.BufferAttribute( this.typedArray.array, this.componentSize );
    -    this.bufferAttribute.dynamic = this.dynamicBuffer;
    -};
    -
    -/**
    - * Returns the length of the typed array associated with this attribute.
    - * @return {Number} The length of the typed array. Will be 0 if no typed array has been created yet.
    - */
    -SPE.ShaderAttribute.prototype.getLength = function() {
    -    'use strict';
    -
    -    if ( this.typedArray === null ) {
    -        return 0;
    -    }
    -
    -    return this.typedArray.array.length;
    -};
    -
    -SPE.shaderChunks = {
    - -
  • - - -
  • -
    - -
    - -
    -

    Register color-packing define statements.

    - -
    - -
        defines: [
    -        '#define PACKED_COLOR_SIZE 256.0',
    -        '#define PACKED_COLOR_DIVISOR 255.0'
    -    ].join( '\n' ),
    - -
  • - - -
  • -
    - -
    - -
    -

    All uniforms used by vertex / fragment shaders

    - -
    - -
        uniforms: [
    -        'uniform float deltaTime;',
    -        'uniform float runTime;',
    -        'uniform sampler2D texture;',
    -        'uniform vec4 textureAnimation;',
    -        'uniform float scale;',
    -    ].join( '\n' ),
    - -
  • - - -
  • -
    - -
    - -
    -

    All attributes used by the vertex shader.

    -

    Note that some attributes are squashed into other ones:

    -
      -
    • Drag is acceleration.w
    • -
    - -
    - -
        attributes: [
    -        'attribute vec4 acceleration;',
    -        'attribute vec3 velocity;',
    -        'attribute vec4 rotation;',
    -        'attribute vec3 rotationCenter;',
    -        'attribute vec4 params;',
    -        'attribute vec4 size;',
    -        'attribute vec4 angle;',
    -        'attribute vec4 color;',
    -        'attribute vec4 opacity;'
    -    ].join( '\n' ),
    - -
  • - - -
  • -
    - -
    - -
    - -
    - -
        varyings: [
    -        'varying vec4 vColor;',
    -        '#ifdef SHOULD_ROTATE_TEXTURE',
    -        '    varying float vAngle;',
    -        '#endif',
    -
    -        '#ifdef SHOULD_CALCULATE_SPRITE',
    -        '    varying vec4 vSpriteSheet;',
    -        '#endif'
    -    ].join( '\n' ),
    - -
  • - - -
  • -
    - -
    - -
    -

    Branch-avoiding comparison fns

    - - -
    - -
        branchAvoidanceFunctions: [
    -        'float when_gt(float x, float y) {',
    -        '    return max(sign(x - y), 0.0);',
    -        '}',
    -
    -        'float when_lt(float x, float y) {',
    -        '    return min( max(1.0 - sign(x - y), 0.0), 1.0 );',
    -        '}',
    -
    -        'float when_eq( float x, float y ) {',
    -        '    return 1.0 - abs( sign( x - y ) );',
    -        '}',
    -
    -        'float when_ge(float x, float y) {',
    -        '  return 1.0 - when_lt(x, y);',
    -        '}',
    -
    -        'float when_le(float x, float y) {',
    -        '  return 1.0 - when_gt(x, y);',
    -        '}',
    - -
  • - - -
  • -
    - -
    - -
    -

    Branch-avoiding logical operators -(to be used with above comparison fns)

    - -
    - -
            'float and(float a, float b) {',
    -        '    return a * b;',
    -        '}',
    -
    -        'float or(float a, float b) {',
    -        '    return min(a + b, 1.0);',
    -        '}',
    -    ].join( '\n' ),
    - -
  • - - -
  • - - -
        unpackColor: [
    -        'vec3 unpackColor( in float hex ) {',
    -        '   vec3 c = vec3( 0.0 );',
    -
    -        '   float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
    -        '   float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
    -        '   float b = mod( hex, PACKED_COLOR_SIZE );',
    -
    -        '   c.r = r / PACKED_COLOR_DIVISOR;',
    -        '   c.g = g / PACKED_COLOR_DIVISOR;',
    -        '   c.b = b / PACKED_COLOR_DIVISOR;',
    -
    -        '   return c;',
    -        '}',
    -    ].join( '\n' ),
    -
    -    unpackRotationAxis: [
    -        'vec3 unpackRotationAxis( in float hex ) {',
    -        '   vec3 c = vec3( 0.0 );',
    -
    -        '   float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
    -        '   float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
    -        '   float b = mod( hex, PACKED_COLOR_SIZE );',
    -
    -        '   c.r = r / PACKED_COLOR_DIVISOR;',
    -        '   c.g = g / PACKED_COLOR_DIVISOR;',
    -        '   c.b = b / PACKED_COLOR_DIVISOR;',
    -
    -        '   c *= vec3( 2.0 );',
    -        '   c -= vec3( 1.0 );',
    -
    -        '   return c;',
    -        '}',
    -    ].join( '\n' ),
    -
    -    floatOverLifetime: [
    -        'float getFloatOverLifetime( in float positionInTime, in vec4 attr ) {',
    -        '    highp float value = 0.0;',
    -        '    float deltaAge = positionInTime * float( VALUE_OVER_LIFETIME_LENGTH - 1 );',
    -        '    float fIndex = 0.0;',
    -        '    float shouldApplyValue = 0.0;',
    - -
  • - - -
  • -
    - -
    - -
    -

    This might look a little odd, but it’s faster in the testing I’ve done than using branches. -Uses basic maths to avoid branching.

    -

    Take a look at the branch-avoidance functions defined above, -and be sure to check out The Orange Duck site where I got this -from (link above).

    - -
    - -
  • - - -
  • -
    - -
    - -
    -

    Fix for static emitters (age is always zero).

    - -
    - -
            '    value += attr[ 0 ] * when_eq( deltaAge, 0.0 );',
    -        '',
    -        '    for( int i = 0; i < VALUE_OVER_LIFETIME_LENGTH - 1; ++i ) {',
    -        '       fIndex = float( i );',
    -        '       shouldApplyValue = and( when_gt( deltaAge, fIndex ), when_le( deltaAge, fIndex + 1.0 ) );',
    -        '       value += shouldApplyValue * mix( attr[ i ], attr[ i + 1 ], deltaAge - fIndex );',
    -        '    }',
    -        '',
    -        '    return value;',
    -        '}',
    -    ].join( '\n' ),
    -
    -    colorOverLifetime: [
    -        'vec3 getColorOverLifetime( in float positionInTime, in vec3 color1, in vec3 color2, in vec3 color3, in vec3 color4 ) {',
    -        '    vec3 value = vec3( 0.0 );',
    -        '    value.x = getFloatOverLifetime( positionInTime, vec4( color1.x, color2.x, color3.x, color4.x ) );',
    -        '    value.y = getFloatOverLifetime( positionInTime, vec4( color1.y, color2.y, color3.y, color4.y ) );',
    -        '    value.z = getFloatOverLifetime( positionInTime, vec4( color1.z, color2.z, color3.z, color4.z ) );',
    -        '    return value;',
    -        '}',
    -    ].join( '\n' ),
    -
    -    paramFetchingFunctions: [
    -        'float getAlive() {',
    -        '   return params.x;',
    -        '}',
    -
    -        'float getAge() {',
    -        '   return params.y;',
    -        '}',
    -
    -        'float getMaxAge() {',
    -        '   return params.z;',
    -        '}',
    -
    -        'float getWiggle() {',
    -        '   return params.w;',
    -        '}',
    -    ].join( '\n' ),
    -
    -    forceFetchingFunctions: [
    -        'vec4 getPosition( in float age ) {',
    -        '   return modelViewMatrix * vec4( position, 1.0 );',
    -        '}',
    -
    -        'vec3 getVelocity( in float age ) {',
    -        '   return velocity * age;',
    -        '}',
    -
    -        'vec3 getAcceleration( in float age ) {',
    -        '   return acceleration.xyz * age;',
    -        '}',
    -    ].join( '\n' ),
    -
    -
    -    rotationFunctions: [
    - -
  • - - -
  • - - -
            '#ifdef SHOULD_ROTATE_PARTICLES',
    -        '   mat4 getRotationMatrix( in vec3 axis, in float angle) {',
    -        '       axis = normalize(axis);',
    -        '       float s = sin(angle);',
    -        '       float c = cos(angle);',
    -        '       float oc = 1.0 - c;',
    -        '',
    -        '       return mat4(oc * axis.x * axis.x + c,           oc * axis.x * axis.y - axis.z * s,  oc * axis.z * axis.x + axis.y * s,  0.0,',
    -        '                   oc * axis.x * axis.y + axis.z * s,  oc * axis.y * axis.y + c,           oc * axis.y * axis.z - axis.x * s,  0.0,',
    -        '                   oc * axis.z * axis.x - axis.y * s,  oc * axis.y * axis.z + axis.x * s,  oc * axis.z * axis.z + c,           0.0,',
    -        '                   0.0,                                0.0,                                0.0,                                1.0);',
    -        '   }',
    -        '',
    -        '   vec3 getRotation( in vec3 pos, in float positionInTime ) {',
    -        '      if( rotation.y == 0.0 ) {',
    -        '           return pos;',
    -        '      }',
    -        '',
    -        '      vec3 axis = unpackRotationAxis( rotation.x );',
    -        '      vec3 center = rotationCenter;',
    -        '      vec3 translated;',
    -        '      mat4 rotationMatrix;',
    -
    -        '      float angle = 0.0;',
    -        '      angle += when_eq( rotation.z, 0.0 ) * rotation.y;',
    -        '      angle += when_gt( rotation.z, 0.0 ) * mix( 0.0, rotation.y, positionInTime );',
    -        '      translated = rotationCenter - pos;',
    -        '      rotationMatrix = getRotationMatrix( axis, angle );',
    -        '      return center - vec3( rotationMatrix * vec4( translated, 0.0 ) );',
    -        '   }',
    -        '#endif'
    -    ].join( '\n' ),
    - -
  • - - -
  • -
    - -
    - -
    -

    Fragment chunks

    - -
    - -
        rotateTexture: [
    -        '    vec2 vUv = vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );',
    -        '',
    -        '    #ifdef SHOULD_ROTATE_TEXTURE',
    -        '       float x = gl_PointCoord.x - 0.5;',
    -        '       float y = 1.0 - gl_PointCoord.y - 0.5;',
    -        '       float c = cos( -vAngle );',
    -        '       float s = sin( -vAngle );',
    -
    -        '       vUv = vec2( c * x + s * y + 0.5, c * y - s * x + 0.5 );',
    -        '    #endif',
    -        '',
    - -
  • - - -
  • -
    - -
    - -
    -

    Spritesheets overwrite angle calculations.

    - -
    - -
            '    #ifdef SHOULD_CALCULATE_SPRITE',
    -        '        float framesX = vSpriteSheet.x;',
    -        '        float framesY = vSpriteSheet.y;',
    -        '        float columnNorm = vSpriteSheet.z;',
    -        '        float rowNorm = vSpriteSheet.w;',
    -
    -        '        vUv.x = gl_PointCoord.x * framesX + columnNorm;',
    -        '        vUv.y = 1.0 - (gl_PointCoord.y * framesY + rowNorm);',
    -        '    #endif',
    -
    -        '',
    -        '    vec4 rotatedTexture = texture2D( texture, vUv );',
    -    ].join( '\n' )
    -};
    -
    -SPE.shaders = {
    -    vertex: [
    -        SPE.shaderChunks.defines,
    -        SPE.shaderChunks.uniforms,
    -        SPE.shaderChunks.attributes,
    -        SPE.shaderChunks.varyings,
    -
    -        THREE.ShaderChunk.common,
    -        THREE.ShaderChunk.logdepthbuf_pars_vertex,
    -
    -        SPE.shaderChunks.branchAvoidanceFunctions,
    -        SPE.shaderChunks.unpackColor,
    -        SPE.shaderChunks.unpackRotationAxis,
    -        SPE.shaderChunks.floatOverLifetime,
    -        SPE.shaderChunks.colorOverLifetime,
    -        SPE.shaderChunks.paramFetchingFunctions,
    -        SPE.shaderChunks.forceFetchingFunctions,
    -        SPE.shaderChunks.rotationFunctions,
    -
    -
    -        'void main() {',
    - -
  • - - -
  • -
    - -
    - -
    -

    Setup…

    - -
    - -
            '    highp float age = getAge();',
    -        '    highp float alive = getAlive();',
    -        '    highp float maxAge = getMaxAge();',
    -        '    highp float positionInTime = (age / maxAge);',
    -        '    highp float isAlive = when_gt( alive, 0.0 );',
    -
    -        '    #ifdef SHOULD_WIGGLE_PARTICLES',
    -        '        float wiggleAmount = positionInTime * getWiggle();',
    -        '        float wiggleSin = isAlive * sin( wiggleAmount );',
    -        '        float wiggleCos = isAlive * cos( wiggleAmount );',
    -        '    #endif',
    - -
  • - - -
  • -
    - -
    - -
    -

    Forces

    - -
    - -
  • - - -
  • -
    - -
    - -
    -

    Get forces & position

    - -
    - -
            '    vec3 vel = getVelocity( age );',
    -        '    vec3 accel = getAcceleration( age );',
    -        '    vec3 force = vec3( 0.0 );',
    -        '    vec3 pos = vec3( position );',
    - -
  • - - -
  • -
    - -
    - -
    -

    Calculate the required drag to apply to the forces.

    - -
    - -
            '    float drag = 1.0 - (positionInTime * 0.5) * acceleration.w;',
    - -
  • - - -
  • -
    - -
    - -
    -

    Integrate forces…

    - -
    - -
            '    force += vel;',
    -        '    force *= drag;',
    -        '    force += accel * age;',
    -        '    pos += force;',
    - -
  • - - -
  • -
    - -
    - -
    -

    Wiggly wiggly wiggle!

    - -
    - -
            '    #ifdef SHOULD_WIGGLE_PARTICLES',
    -        '        pos.x += wiggleSin;',
    -        '        pos.y += wiggleCos;',
    -        '        pos.z += wiggleSin;',
    -        '    #endif',
    - -
  • - - -
  • -
    - -
    - -
    -

    Rotate the emitter around it’s central point

    - -
    - -
            '    #ifdef SHOULD_ROTATE_PARTICLES',
    -        '        pos = getRotation( pos, positionInTime );',
    -        '    #endif',
    - -
  • - - -
  • -
    - -
    - -
    -

    Convert pos to a world-space value

    - -
    - -
            '    vec4 mvPos = modelViewMatrix * vec4( pos, 1.0 );',
    - -
  • - - -
  • -
    - -
    - -
    -

    Determine point size.

    - -
    - -
            '    highp float pointSize = getFloatOverLifetime( positionInTime, size ) * isAlive;',
    - -
  • - - -
  • -
    - -
    - -
    -

    Determine perspective

    - -
    - -
            '    #ifdef HAS_PERSPECTIVE',
    -        '        float perspective = scale / length( mvPos.xyz );',
    -        '    #else',
    -        '        float perspective = 1.0;',
    -        '    #endif',
    - -
  • - - -
  • -
    - -
    - -
    -

    Apply perpective to pointSize value

    - -
    - -
            '    float pointSizePerspective = pointSize * perspective;',
    - -
  • - - -
  • -
    - -
    - -
    -

    Appearance

    - -
    - -
  • - - -
  • -
    - -
    - -
    -

    Determine color and opacity for this particle

    - -
    - -
            '    #ifdef COLORIZE',
    -        '       vec3 c = isAlive * getColorOverLifetime(',
    -        '           positionInTime,',
    -        '           unpackColor( color.x ),',
    -        '           unpackColor( color.y ),',
    -        '           unpackColor( color.z ),',
    -        '           unpackColor( color.w )',
    -        '       );',
    -        '    #else',
    -        '       vec3 c = vec3(1.0);',
    -        '    #endif',
    -
    -        '    float o = isAlive * getFloatOverLifetime( positionInTime, opacity );',
    - -
  • - - -
  • -
    - -
    - -
    -

    Assign color to vColor varying.

    - -
    - -
            '    vColor = vec4( c, o );',
    - -
  • - - -
  • -
    - -
    - -
    -

    Determine angle

    - -
    - -
            '    #ifdef SHOULD_ROTATE_TEXTURE',
    -        '        vAngle = isAlive * getFloatOverLifetime( positionInTime, angle );',
    -        '    #endif',
    - -
  • - - -
  • -
    - -
    - -
    -

    If this particle is using a sprite-sheet as a texture, we’ll have to figure out -what frame of the texture the particle is using at it’s current position in time.

    - -
    - -
            '    #ifdef SHOULD_CALCULATE_SPRITE',
    -        '        float framesX = textureAnimation.x;',
    -        '        float framesY = textureAnimation.y;',
    -        '        float loopCount = textureAnimation.w;',
    -        '        float totalFrames = textureAnimation.z;',
    -        '        float frameNumber = mod( (positionInTime * loopCount) * totalFrames, totalFrames );',
    -
    -        '        float column = floor(mod( frameNumber, framesX ));',
    -        '        float row = floor( (frameNumber - column) / framesX );',
    -
    -        '        float columnNorm = column / framesX;',
    -        '        float rowNorm = row / framesY;',
    -
    -        '        vSpriteSheet.x = 1.0 / framesX;',
    -        '        vSpriteSheet.y = 1.0 / framesY;',
    -        '        vSpriteSheet.z = columnNorm;',
    -        '        vSpriteSheet.w = rowNorm;',
    -        '    #endif',
    - -
  • - - -
  • -
    - -
    - -
    -

    Write values

    - -
    - -
  • - - -
  • -
    - -
    - -
    -

    Set PointSize according to size at current point in time.

    - -
    - -
            '    gl_PointSize = pointSizePerspective;',
    -        '    gl_Position = projectionMatrix * mvPos;',
    -
    -        THREE.ShaderChunk.logdepthbuf_vertex,
    -
    -        '}'
    -    ].join( '\n' ),
    -
    -    fragment: [
    -        SPE.shaderChunks.uniforms,
    -
    -        THREE.ShaderChunk.common,
    -        THREE.ShaderChunk.fog_pars_fragment,
    -        THREE.ShaderChunk.logdepthbuf_pars_fragment,
    -
    -        SPE.shaderChunks.varyings,
    -
    -        SPE.shaderChunks.branchAvoidanceFunctions,
    -
    -        'void main() {',
    -        '    vec3 outgoingLight = vColor.xyz;',
    -        '    ',
    -        '    #ifdef ALPHATEST',
    -        '       if ( vColor.w < float(ALPHATEST) ) discard;',
    -        '    #endif',
    -
    -        SPE.shaderChunks.rotateTexture,
    -
    -        THREE.ShaderChunk.logdepthbuf_fragment,
    -
    -        '    outgoingLight = vColor.xyz * rotatedTexture.xyz;',
    -
    -        THREE.ShaderChunk.fog_fragment,
    -
    -        '    gl_FragColor = vec4( outgoingLight.xyz, rotatedTexture.w * vColor.w );',
    -        '}'
    -    ].join( '\n' )
    -};
    -
    -/**
    - * A bunch of utility functions used throughout the library.
    - * @namespace
    - * @type {Object}
    - */
    -SPE.utils = {
    -    /**
    -     * A map of types used by `SPE.utils.ensureTypedArg` and
    -     * `SPE.utils.ensureArrayTypedArg` to compare types against.
    -     *
    -     * @enum {String}
    -     */
    -    types: {
    -        /**
    -         * Boolean type.
    -         * @type {String}
    -         */
    -        BOOLEAN: 'boolean',
    -
    -        /**
    -         * String type.
    -         * @type {String}
    -         */
    -        STRING: 'string',
    -
    -        /**
    -         * Number type.
    -         * @type {String}
    -         */
    -        NUMBER: 'number',
    -
    -        /**
    -         * Object type.
    -         * @type {String}
    -         */
    -        OBJECT: 'object'
    -    },
    -
    -    /**
    -     * Given a value, a type, and a default value to fallback to,
    -     * ensure the given argument adheres to the type requesting,
    -     * returning the default value if type check is false.
    -     *
    -     * @param  {(boolean|string|number|object)} arg          The value to perform a type-check on.
    -     * @param  {String} type         The type the `arg` argument should adhere to.
    -     * @param  {(boolean|string|number|object)} defaultValue A default value to fallback on if the type check fails.
    -     * @return {(boolean|string|number|object)}              The given value if type check passes, or the default value if it fails.
    -     */
    -    ensureTypedArg: function( arg, type, defaultValue ) {
    -        'use strict';
    -
    -        if ( typeof arg === type ) {
    -            return arg;
    -        }
    -        else {
    -            return defaultValue;
    -        }
    -    },
    -
    -    /**
    -     * Given an array of values, a type, and a default value,
    -     * ensure the given array's contents ALL adhere to the provided type,
    -     * returning the default value if type check fails.
    -     *
    -     * If the given value to check isn't an Array, delegates to SPE.utils.ensureTypedArg.
    -     *
    -     * @param  {Array|boolean|string|number|object} arg          The array of values to check type of.
    -     * @param  {String} type         The type that should be adhered to.
    -     * @param  {(boolean|string|number|object)} defaultValue A default fallback value.
    -     * @return {(boolean|string|number|object)}              The given value if type check passes, or the default value if it fails.
    -     */
    -    ensureArrayTypedArg: function( arg, type, defaultValue ) {
    -        'use strict';
    - -
  • - - -
  • -
    - -
    - -
    -

    If the argument being checked is an array, loop through -it and ensure all the values are of the correct type, -falling back to the defaultValue if any aren’t.

    - -
    - -
            if ( Array.isArray( arg ) ) {
    -            for ( var i = arg.length - 1; i >= 0; --i ) {
    -                if ( typeof arg[ i ] !== type ) {
    -                    return defaultValue;
    -                }
    -            }
    -
    -            return arg;
    -        }
    - -
  • - - -
  • -
    - -
    - -
    -

    If the arg isn’t an array then just fallback to -checking the type.

    - -
    - -
            return this.ensureTypedArg( arg, type, defaultValue );
    -    },
    -
    -    /**
    -     * Ensures the given value is an instance of a constructor function.
    -     *
    -     * @param  {Object} arg          The value to check instance of.
    -     * @param  {Function} instance     The constructor of the instance to check against.
    -     * @param  {Object} defaultValue A default fallback value if instance check fails
    -     * @return {Object}              The given value if type check passes, or the default value if it fails.
    -     */
    -    ensureInstanceOf: function( arg, instance, defaultValue ) {
    -        'use strict';
    -
    -        if ( instance !== undefined && arg instanceof instance ) {
    -            return arg;
    -        }
    -        else {
    -            return defaultValue;
    -        }
    -    },
    -
    -    /**
    -     * Given an array of values, ensure the instances of all items in the array
    -     * matches the given instance constructor falling back to a default value if
    -     * the check fails.
    -     *
    -     * If given value isn't an Array, delegates to `SPE.utils.ensureInstanceOf`.
    -     *
    -     * @param  {Array|Object} arg          The value to perform the instanceof check on.
    -     * @param  {Function} instance     The constructor of the instance to check against.
    -     * @param  {Object} defaultValue A default fallback value if instance check fails
    -     * @return {Object}              The given value if type check passes, or the default value if it fails.
    -     */
    -    ensureArrayInstanceOf: function( arg, instance, defaultValue ) {
    -        'use strict';
    - -
  • - - -
  • -
    - -
    - -
    -

    If the argument being checked is an array, loop through -it and ensure all the values are of the correct type, -falling back to the defaultValue if any aren’t.

    - -
    - -
            if ( Array.isArray( arg ) ) {
    -            for ( var i = arg.length - 1; i >= 0; --i ) {
    -                if ( instance !== undefined && arg[ i ] instanceof instance === false ) {
    -                    return defaultValue;
    -                }
    -            }
    -
    -            return arg;
    -        }
    - -
  • - - -
  • -
    - -
    - -
    -

    If the arg isn’t an array then just fallback to -checking the type.

    - -
    - -
            return this.ensureInstanceOf( arg, instance, defaultValue );
    -    },
    -
    -    /**
    -     * Ensures that any "value-over-lifetime" properties of an emitter are
    -     * of the correct length (as dictated by `SPE.valueOverLifetimeLength`).
    -     *
    -     * Delegates to `SPE.utils.interpolateArray` for array resizing.
    -     *
    -     * If properties aren't arrays, then property values are put into one.
    -     *
    -     * @param  {Object} property  The property of an SPE.Emitter instance to check compliance of.
    -     * @param  {Number} minLength The minimum length of the array to create.
    -     * @param  {Number} maxLength The maximum length of the array to create.
    -     */
    -    ensureValueOverLifetimeCompliance: function( property, minLength, maxLength ) {
    -        'use strict';
    -
    -        minLength = minLength || 3;
    -        maxLength = maxLength || 3;
    - -
  • - - -
  • -
    - -
    - -
    -

    First, ensure both properties are arrays.

    - -
    - -
            if ( Array.isArray( property._value ) === false ) {
    -            property._value = [ property._value ];
    -        }
    -
    -        if ( Array.isArray( property._spread ) === false ) {
    -            property._spread = [ property._spread ];
    -        }
    -
    -        var valueLength = this.clamp( property._value.length, minLength, maxLength ),
    -            spreadLength = this.clamp( property._spread.length, minLength, maxLength ),
    -            desiredLength = Math.max( valueLength, spreadLength );
    -
    -        if ( property._value.length !== desiredLength ) {
    -            property._value = this.interpolateArray( property._value, desiredLength );
    -        }
    -
    -        if ( property._spread.length !== desiredLength ) {
    -            property._spread = this.interpolateArray( property._spread, desiredLength );
    -        }
    -    },
    -
    -    /**
    -     * Performs linear interpolation (lerp) on an array.
    -     *
    -     * For example, lerping [1, 10], with a `newLength` of 10 will produce [1, 2, 3, 4, 5, 6, 7, 8, 9, 10].
    -     *
    -     * Delegates to `SPE.utils.lerpTypeAgnostic` to perform the actual
    -     * interpolation.
    -     *
    -     * @param  {Array} srcArray  The array to lerp.
    -     * @param  {Number} newLength The length the array should be interpolated to.
    -     * @return {Array}           The interpolated array.
    -     */
    -    interpolateArray: function( srcArray, newLength ) {
    -        'use strict';
    -
    -        var sourceLength = srcArray.length,
    -            newArray = [ typeof srcArray[ 0 ].clone === 'function' ? srcArray[ 0 ].clone() : srcArray[ 0 ] ],
    -            factor = ( sourceLength - 1 ) / ( newLength - 1 );
    -
    -
    -        for ( var i = 1; i < newLength - 1; ++i ) {
    -            var f = i * factor,
    -                before = Math.floor( f ),
    -                after = Math.ceil( f ),
    -                delta = f - before;
    -
    -            newArray[ i ] = this.lerpTypeAgnostic( srcArray[ before ], srcArray[ after ], delta );
    -        }
    -
    -        newArray.push(
    -            typeof srcArray[ sourceLength - 1 ].clone === 'function' ?
    -            srcArray[ sourceLength - 1 ].clone() :
    -            srcArray[ sourceLength - 1 ]
    -        );
    -
    -        return newArray;
    -    },
    -
    -    /**
    -     * Clamp a number to between the given min and max values.
    -     * @param  {Number} value The number to clamp.
    -     * @param  {Number} min   The minimum value.
    -     * @param  {Number} max   The maximum value.
    -     * @return {Number}       The clamped number.
    -     */
    -    clamp: function( value, min, max ) {
    -        'use strict';
    -
    -        return Math.max( min, Math.min( value, max ) );
    -    },
    -
    -    /**
    -     * If the given value is less than the epsilon value, then return
    -     * a randomised epsilon value if specified, or just the epsilon value if not.
    -     * Works for negative numbers as well as positive.
    -     *
    -     * @param  {Number} value     The value to perform the operation on.
    -     * @param  {Boolean} randomise Whether the value should be randomised.
    -     * @return {Number}           The result of the operation.
    -     */
    -    zeroToEpsilon: function( value, randomise ) {
    -        'use strict';
    -
    -        var epsilon = 0.00001,
    -            result = value;
    -
    -        result = randomise ? Math.random() * epsilon * 10 : epsilon;
    -
    -        if ( value < 0 && value > -epsilon ) {
    -            result = -result;
    -        }
    - -
  • - - -
  • -
    - -
    - -
    -

    if ( value === 0 ) { - result = randomise ? Math.random() epsilon 10 : epsilon; -} -else if ( value > 0 && value < epsilon ) { - result = randomise ? Math.random() epsilon 10 : epsilon; -} -else if ( value < 0 && value > -epsilon ) { - result = -( randomise ? Math.random() epsilon 10 : epsilon ); -}

    - -
    - -
    -        return result;
    -    },
    -
    -    /**
    -     * Linearly interpolates two values of various types. The given values
    -     * must be of the same type for the interpolation to work.
    -     * @param  {(number|Object)} start The start value of the lerp.
    -     * @param  {(number|object)} end   The end value of the lerp.
    -     * @param  {Number} delta The delta posiiton of the lerp operation. Ideally between 0 and 1 (inclusive).
    -     * @return {(number|object|undefined)}       The result of the operation. Result will be undefined if
    -     *                                               the start and end arguments aren't a supported type, or
    -     *                                               if their types do not match.
    -     */
    -    lerpTypeAgnostic: function( start, end, delta ) {
    -        'use strict';
    -
    -        var types = this.types,
    -            out;
    -
    -        if ( typeof start === types.NUMBER && typeof end === types.NUMBER ) {
    -            return start + ( ( end - start ) * delta );
    -        }
    -        else if ( start instanceof THREE.Vector2 && end instanceof THREE.Vector2 ) {
    -            out = start.clone();
    -            out.x = this.lerp( start.x, end.x, delta );
    -            out.y = this.lerp( start.y, end.y, delta );
    -            return out;
    -        }
    -        else if ( start instanceof THREE.Vector3 && end instanceof THREE.Vector3 ) {
    -            out = start.clone();
    -            out.x = this.lerp( start.x, end.x, delta );
    -            out.y = this.lerp( start.y, end.y, delta );
    -            out.z = this.lerp( start.z, end.z, delta );
    -            return out;
    -        }
    -        else if ( start instanceof THREE.Vector4 && end instanceof THREE.Vector4 ) {
    -            out = start.clone();
    -            out.x = this.lerp( start.x, end.x, delta );
    -            out.y = this.lerp( start.y, end.y, delta );
    -            out.z = this.lerp( start.z, end.z, delta );
    -            out.w = this.lerp( start.w, end.w, delta );
    -            return out;
    -        }
    -        else if ( start instanceof THREE.Color && end instanceof THREE.Color ) {
    -            out = start.clone();
    -            out.r = this.lerp( start.r, end.r, delta );
    -            out.g = this.lerp( start.g, end.g, delta );
    -            out.b = this.lerp( start.b, end.b, delta );
    -            return out;
    -        }
    -        else {
    -            console.warn( 'Invalid argument types, or argument types do not match:', start, end );
    -        }
    -    },
    -
    -    /**
    -     * Perform a linear interpolation operation on two numbers.
    -     * @param  {Number} start The start value.
    -     * @param  {Number} end   The end value.
    -     * @param  {Number} delta The position to interpolate to.
    -     * @return {Number}       The result of the lerp operation.
    -     */
    -    lerp: function( start, end, delta ) {
    -        'use strict';
    -        return start + ( ( end - start ) * delta );
    -    },
    -
    -    /**
    -     * Rounds a number to a nearest multiple.
    -     *
    -     * @param  {Number} n        The number to round.
    -     * @param  {Number} multiple The multiple to round to.
    -     * @return {Number}          The result of the round operation.
    -     */
    -    roundToNearestMultiple: function( n, multiple ) {
    -        'use strict';
    -
    -        var remainder = 0;
    -
    -        if ( multiple === 0 ) {
    -            return n;
    -        }
    -
    -        remainder = Math.abs( n ) % multiple;
    -
    -        if ( remainder === 0 ) {
    -            return n;
    -        }
    -
    -        if ( n < 0 ) {
    -            return -( Math.abs( n ) - remainder );
    -        }
    -
    -        return n + multiple - remainder;
    -    },
    -
    -    /**
    -     * Check if all items in an array are equal. Uses strict equality.
    -     *
    -     * @param  {Array} array The array of values to check equality of.
    -     * @return {Boolean}       Whether the array's values are all equal or not.
    -     */
    -    arrayValuesAreEqual: function( array ) {
    -        'use strict';
    -
    -        for ( var i = 0; i < array.length - 1; ++i ) {
    -            if ( array[ i ] !== array[ i + 1 ] ) {
    -                return false;
    -            }
    -        }
    -
    -        return true;
    -    },
    - -
  • - - -
  • -
    - -
    - -
    -

    colorsAreEqual: function() { - var colors = Array.prototype.slice.call( arguments ), - numColors = colors.length;

    - -
    - -
  • - - -
  • -
    - -
    - -
    -
    for ( var i = 0, color1, color2; i < numColors - 1; ++i ) {
    -    color1 = colors[ i ];
    -    color2 = colors[ i + 1 ];
    -
    -
    - -
  • - - -
  • -
    - -
    - -
    -
        if (
    -        color1.r !== color2.r ||
    -        color1.g !== color2.g ||
    -        color1.b !== color2.b
    -    ) {
    -        return false
    -    }
    -}
    -
    -
    - -
  • - - -
  • -
    - -
    - -
    -
    return true;
    -

    },

    - -
    - -
    -
    -    /**
    -     * Given a start value and a spread value, create and return a random
    -     * number.
    -     * @param  {Number} base   The start value.
    -     * @param  {Number} spread The size of the random variance to apply.
    -     * @return {Number}        A randomised number.
    -     */
    -    randomFloat: function( base, spread ) {
    -        'use strict';
    -        return base + spread * ( Math.random() - 0.5 );
    -    },
    -
    -
    -
    -    /**
    -     * Given an SPE.ShaderAttribute instance, and various other settings,
    -     * assign values to the attribute's array in a `vec3` format.
    -     *
    -     * @param  {Object} attribute   The instance of SPE.ShaderAttribute to save the result to.
    -     * @param  {Number} index       The offset in the attribute's TypedArray to save the result from.
    -     * @param  {Object} base        THREE.Vector3 instance describing the start value.
    -     * @param  {Object} spread      THREE.Vector3 instance describing the random variance to apply to the start value.
    -     * @param  {Object} spreadClamp THREE.Vector3 instance describing the multiples to clamp the randomness to.
    -     */
    -    randomVector3: function( attribute, index, base, spread, spreadClamp ) {
    -        'use strict';
    -
    -        var x = base.x + ( Math.random() * spread.x - ( spread.x * 0.5 ) ),
    -            y = base.y + ( Math.random() * spread.y - ( spread.y * 0.5 ) ),
    -            z = base.z + ( Math.random() * spread.z - ( spread.z * 0.5 ) );
    - -
  • - - -
  • -
    - -
    - -
    -

    var x = this.randomFloat( base.x, spread.x ), -y = this.randomFloat( base.y, spread.y ), -z = this.randomFloat( base.z, spread.z );

    - -
    - -
    -        if ( spreadClamp ) {
    -            x = -spreadClamp.x * 0.5 + this.roundToNearestMultiple( x, spreadClamp.x );
    -            y = -spreadClamp.y * 0.5 + this.roundToNearestMultiple( y, spreadClamp.y );
    -            z = -spreadClamp.z * 0.5 + this.roundToNearestMultiple( z, spreadClamp.z );
    -        }
    -
    -        attribute.typedArray.setVec3Components( index, x, y, z );
    -    },
    -
    -    /**
    -     * Given an SPE.Shader attribute instance, and various other settings,
    -     * assign Color values to the attribute.
    -     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
    -     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
    -     * @param  {Object} base      THREE.Color instance describing the start color.
    -     * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
    -     */
    -    randomColor: function( attribute, index, base, spread ) {
    -        'use strict';
    -
    -        var r = base.r + ( Math.random() * spread.x ),
    -            g = base.g + ( Math.random() * spread.y ),
    -            b = base.b + ( Math.random() * spread.z );
    -
    -        r = this.clamp( r, 0, 1 );
    -        g = this.clamp( g, 0, 1 );
    -        b = this.clamp( b, 0, 1 );
    -
    -
    -        attribute.typedArray.setVec3Components( index, r, g, b );
    -    },
    -
    -
    -    randomColorAsHex: ( function() {
    -        'use strict';
    -
    -        var workingColor = new THREE.Color();
    -
    -        /**
    -         * Assigns a random color value, encoded as a hex value in decimal
    -         * format, to a SPE.ShaderAttribute instance.
    -         * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
    -         * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
    -         * @param  {Object} base      THREE.Color instance describing the start color.
    -         * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
    -         */
    -        return function( attribute, index, base, spread ) {
    -            var numItems = base.length,
    -                colors = [];
    -
    -            for ( var i = 0; i < numItems; ++i ) {
    -                var spreadVector = spread[ i ];
    -
    -                workingColor.copy( base[ i ] );
    -
    -                workingColor.r += ( Math.random() * spreadVector.x ) - ( spreadVector.x * 0.5 );
    -                workingColor.g += ( Math.random() * spreadVector.y ) - ( spreadVector.y * 0.5 );
    -                workingColor.b += ( Math.random() * spreadVector.z ) - ( spreadVector.z * 0.5 );
    -
    -                workingColor.r = this.clamp( workingColor.r, 0, 1 );
    -                workingColor.g = this.clamp( workingColor.g, 0, 1 );
    -                workingColor.b = this.clamp( workingColor.b, 0, 1 );
    -
    -                colors.push( workingColor.getHex() );
    -            }
    -
    -            attribute.typedArray.setVec4Components( index, colors[ 0 ], colors[ 1 ], colors[ 2 ], colors[ 3 ] );
    -        };
    -    }() ),
    -
    -    /**
    -     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
    -     * given values onto a sphere.
    -     *
    -     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
    -     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
    -     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.
    -     * @param  {Number} radius            The radius of the sphere to project onto.
    -     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result
    -     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the sphere.
    -     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
    -     */
    -    randomVector3OnSphere: function(
    -        attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp, distributionClamp
    -    ) {
    -        'use strict';
    -
    -        var depth = 2 * Math.random() - 1,
    -            t = 6.2832 * Math.random(),
    -            r = Math.sqrt( 1 - depth * depth ),
    -            rand = this.randomFloat( radius, radiusSpread ),
    -            x = 0,
    -            y = 0,
    -            z = 0;
    -
    -
    -        if ( radiusSpreadClamp ) {
    -            rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
    -        }
    - -
  • - - -
  • -
    - -
    - -
    -

    Set position on sphere

    - -
    - -
            x = r * Math.cos( t ) * rand;
    -        y = r * Math.sin( t ) * rand;
    -        z = depth * rand;
    - -
  • - - -
  • -
    - -
    - -
    -

    Apply radius scale to this position

    - -
    - -
            x *= radiusScale.x;
    -        y *= radiusScale.y;
    -        z *= radiusScale.z;
    - -
  • - - -
  • -
    - -
    - -
    -

    Translate to the base position.

    - -
    - -
            x += base.x;
    -        y += base.y;
    -        z += base.z;
    - -
  • - - -
  • -
    - -
    - -
    -

    Set the values in the typed array.

    - -
    - -
            attribute.typedArray.setVec3Components( index, x, y, z );
    -    },
    -
    -    seededRandom: function( seed ) {
    -        var x = Math.sin( seed ) * 10000;
    -        return x - ( x | 0 );
    -    },
    -
    -
    -
    -    /**
    -     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
    -     * given values onto a 2d-disc.
    -     *
    -     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
    -     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
    -     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.
    -     * @param  {Number} radius            The radius of the sphere to project onto.
    -     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result
    -     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the disc. The z-component is ignored.
    -     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
    -     */
    -    randomVector3OnDisc: function( attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) {
    -        'use strict';
    -
    -        var t = 6.2832 * Math.random(),
    -            rand = Math.abs( this.randomFloat( radius, radiusSpread ) ),
    -            x = 0,
    -            y = 0,
    -            z = 0;
    -
    -        if ( radiusSpreadClamp ) {
    -            rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
    -        }
    - -
  • - - -
  • -
    - -
    - -
    -

    Set position on sphere

    - -
    - -
            x = Math.cos( t ) * rand;
    -        y = Math.sin( t ) * rand;
    - -
  • - - -
  • -
    - -
    - -
    -

    Apply radius scale to this position

    - -
    - -
            x *= radiusScale.x;
    -        y *= radiusScale.y;
    - -
  • - - -
  • -
    - -
    - -
    -

    Translate to the base position.

    - -
    - -
            x += base.x;
    -        y += base.y;
    -        z += base.z;
    - -
  • - - -
  • -
    - -
    - -
    -

    Set the values in the typed array.

    - -
    - -
            attribute.typedArray.setVec3Components( index, x, y, z );
    -    },
    -
    -    randomDirectionVector3OnSphere: ( function() {
    -        'use strict';
    -
    -        var v = new THREE.Vector3();
    -
    -        /**
    -         * Given an SPE.ShaderAttribute instance, create a direction vector from the given
    -         * position, using `speed` as the magnitude. Values are saved to the attribute.
    -         *
    -         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.
    -         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.
    -         * @param  {Number} posX            The particle's x coordinate.
    -         * @param  {Number} posY            The particle's y coordinate.
    -         * @param  {Number} posZ            The particle's z coordinate.
    -         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
    -         * @param  {Number} speed           The magnitude to apply to the vector.
    -         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.
    -         */
    -        return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
    -            v.copy( emitterPosition );
    -
    -            v.x -= posX;
    -            v.y -= posY;
    -            v.z -= posZ;
    -
    -            v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
    -
    -            attribute.typedArray.setVec3Components( index, v.x, v.y, v.z );
    -        };
    -    }() ),
    -
    -
    -    randomDirectionVector3OnDisc: ( function() {
    -        'use strict';
    -
    -        var v = new THREE.Vector3();
    -
    -        /**
    -         * Given an SPE.ShaderAttribute instance, create a direction vector from the given
    -         * position, using `speed` as the magnitude. Values are saved to the attribute.
    -         *
    -         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.
    -         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.
    -         * @param  {Number} posX            The particle's x coordinate.
    -         * @param  {Number} posY            The particle's y coordinate.
    -         * @param  {Number} posZ            The particle's z coordinate.
    -         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
    -         * @param  {Number} speed           The magnitude to apply to the vector.
    -         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.
    -         */
    -        return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
    -            v.copy( emitterPosition );
    -
    -            v.x -= posX;
    -            v.y -= posY;
    -            v.z -= posZ;
    -
    -            v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
    -
    -            attribute.typedArray.setVec3Components( index, v.x, v.y, 0 );
    -        };
    -    }() ),
    -
    -    getPackedRotationAxis: ( function() {
    -        'use strict';
    -
    -        var v = new THREE.Vector3(),
    -            vSpread = new THREE.Vector3(),
    -            c = new THREE.Color(),
    -            addOne = new THREE.Vector3( 1, 1, 1 );
    -
    -        /**
    -         * Given a rotation axis, and a rotation axis spread vector,
    -         * calculate a randomised rotation axis, and pack it into
    -         * a hexadecimal value represented in decimal form.
    -         * @param  {Object} axis       THREE.Vector3 instance describing the rotation axis.
    -         * @param  {Object} axisSpread THREE.Vector3 instance describing the amount of randomness to apply to the rotation axis.
    -         * @return {Number}            The packed rotation axis, with randomness.
    -         */
    -        return function( axis, axisSpread ) {
    -            v.copy( axis ).normalize();
    -            vSpread.copy( axisSpread ).normalize();
    -
    -            v.x += ( -axisSpread.x * 0.5 ) + ( Math.random() * axisSpread.x );
    -            v.y += ( -axisSpread.y * 0.5 ) + ( Math.random() * axisSpread.y );
    -            v.z += ( -axisSpread.z * 0.5 ) + ( Math.random() * axisSpread.z );
    - -
  • - - -
  • -
    - -
    - -
    -

    v.x = Math.abs( v.x ); -v.y = Math.abs( v.y ); -v.z = Math.abs( v.z );

    - -
    - -
    -            v.normalize().add( addOne ).multiplyScalar( 0.5 );
    -
    -            c.setRGB( v.x, v.y, v.z );
    -
    -            return c.getHex();
    -        };
    -    }() )
    -};
    -
    -/**
    - * An SPE.Group instance.
    - * @typedef {Object} Group
    - * @see SPE.Group
    - */
    -
    -/**
    - * A map of options to configure an SPE.Group instance.
    - * @typedef {Object} GroupOptions
    - *
    - * @property {Object} texture An object describing the texture used by the group.
    - *
    - * @property {Object} texture.value An instance of THREE.Texture.
    - *
    - * @property {Object=} texture.frames A THREE.Vector2 instance describing the number
    - *                                    of frames on the x- and y-axis of the given texture.
    - *                                    If not provided, the texture will NOT be treated as
    - *                                    a sprite-sheet and as such will NOT be animated.
    - *
    - * @property {Number} [texture.frameCount=texture.frames.x * texture.frames.y] The total number of frames in the sprite-sheet.
    - *                                                                   Allows for sprite-sheets that don't fill the entire
    - *                                                                   texture.
    - *
    - * @property {Number} texture.loop The number of loops through the sprite-sheet that should
    - *                                 be performed over the course of a single particle's lifetime.
    - *
    - * @property {Number} fixedTimeStep If no `dt` (or `deltaTime`) value is passed to this group's
    - *                                  `tick()` function, this number will be used to move the particle
    - *                                  simulation forward. Value in SECONDS.
    - *
    - * @property {Boolean} hasPerspective Whether the distance a particle is from the camera should affect
    - *                                    the particle's size.
    - *
    - * @property {Boolean} colorize Whether the particles in this group should be rendered with color, or
    - *                              whether the only color of particles will come from the provided texture.
    - *
    - * @property {Number} blending One of Three.js's blending modes to apply to this group's `ShaderMaterial`.
    - *
    - * @property {Boolean} transparent Whether these particle's should be rendered with transparency.
    - *
    - * @property {Number} alphaTest Sets the alpha value to be used when running an alpha test on the `texture.value` property. Value between 0 and 1.
    - *
    - * @property {Boolean} depthWrite Whether rendering the group has any effect on the depth buffer.
    - *
    - * @property {Boolean} depthTest Whether to have depth test enabled when rendering this group.
    - *
    - * @property {Boolean} fog Whether this group's particles should be affected by their scene's fog.
    - *
    - * @property {Number} scale The scale factor to apply to this group's particle sizes. Useful for
    - *                          setting particle sizes to be relative to renderer size.
    - */
    -
    -
    -/**
    - * The SPE.Group class. Creates a new group, containing a material, geometry, and mesh.
    - *
    - * @constructor
    - * @param {GroupOptions} options A map of options to configure the group instance.
    - */
    -SPE.Group = function( options ) {
    -    'use strict';
    -
    -    var utils = SPE.utils,
    -        types = utils.types;
    - -
  • - - -
  • -
    - -
    - -
    -

    Ensure we have a map of options to play with

    - -
    - -
        options = utils.ensureTypedArg( options, types.OBJECT, {} );
    -    options.texture = utils.ensureTypedArg( options.texture, types.OBJECT, {} );
    - -
  • - - -
  • -
    - -
    - -
    -

    Assign a UUID to this instance

    - -
    - -
        this.uuid = THREE.Math.generateUUID();
    - -
  • - - -
  • -
    - -
    - -
    -

    If no deltaTime value is passed to the SPE.Group.tick function, -the value of this property will be used to advance the simulation.

    - -
    - -
        this.fixedTimeStep = utils.ensureTypedArg( options.fixedTimeStep, types.NUMBER, 0.016 );
    - -
  • - - -
  • -
    - -
    - -
    -

    Set properties used in the uniforms map, starting with the -texture stuff.

    - -
    - -
        this.texture = utils.ensureInstanceOf( options.texture.value, THREE.Texture, null );
    -    this.textureFrames = utils.ensureInstanceOf( options.texture.frames, THREE.Vector2, new THREE.Vector2( 1, 1 ) );
    -    this.textureFrameCount = utils.ensureTypedArg( options.texture.frameCount, types.NUMBER, this.textureFrames.x * this.textureFrames.y );
    -    this.textureLoop = utils.ensureTypedArg( options.texture.loop, types.NUMBER, 1 );
    -    this.textureFrames.max( new THREE.Vector2( 1, 1 ) );
    -
    -    this.hasPerspective = utils.ensureTypedArg( options.hasPerspective, types.BOOLEAN, true );
    -    this.colorize = utils.ensureTypedArg( options.colorize, types.BOOLEAN, true );
    -
    -    this.maxParticleCount = utils.ensureTypedArg( options.maxParticleCount, types.NUMBER, null );
    - -
  • - - -
  • -
    - -
    - -
    -

    Set properties used to define the ShaderMaterial’s appearance.

    - -
    - -
        this.blending = utils.ensureTypedArg( options.blending, types.NUMBER, THREE.AdditiveBlending );
    -    this.transparent = utils.ensureTypedArg( options.transparent, types.BOOLEAN, true );
    -    this.alphaTest = parseFloat( utils.ensureTypedArg( options.alphaTest, types.NUMBER, 0.0 ) );
    -    this.depthWrite = utils.ensureTypedArg( options.depthWrite, types.BOOLEAN, false );
    -    this.depthTest = utils.ensureTypedArg( options.depthTest, types.BOOLEAN, true );
    -    this.fog = utils.ensureTypedArg( options.fog, types.BOOLEAN, true );
    -    this.scale = utils.ensureTypedArg( options.scale, types.NUMBER, 300 );
    - -
  • - - -
  • -
    - -
    - -
    -

    Where emitter’s go to curl up in a warm blanket and live -out their days.

    - -
    - -
        this.emitters = [];
    -    this.emitterIDs = [];
    - -
  • - - -
  • -
    - -
    - -
    -

    Create properties for use by the emitter pooling functions.

    - -
    - -
        this._pool = [];
    -    this._poolCreationSettings = null;
    -    this._createNewWhenPoolEmpty = 0;
    - -
  • - - -
  • -
    - -
    - -
    -

    Whether all attributes should be forced to updated -their entire buffer contents on the next tick.

    -

    Used when an emitter is removed.

    - -
    - -
        this._attributesNeedRefresh = false;
    -    this._attributesNeedDynamicReset = false;
    -
    -    this.particleCount = 0;
    - -
  • - - -
  • -
    - -
    - -
    -

    Map of uniforms to be applied to the ShaderMaterial instance.

    - -
    - -
        this.uniforms = {
    -        texture: {
    -            type: 't',
    -            value: this.texture
    -        },
    -        textureAnimation: {
    -            type: 'v4',
    -            value: new THREE.Vector4(
    -                this.textureFrames.x,
    -                this.textureFrames.y,
    -                this.textureFrameCount,
    -                Math.max( Math.abs( this.textureLoop ), 1.0 )
    -            )
    -        },
    -        fogColor: {
    -            type: 'c',
    -            value: null
    -        },
    -        fogNear: {
    -            type: 'f',
    -            value: 10
    -        },
    -        fogFar: {
    -            type: 'f',
    -            value: 200
    -        },
    -        fogDensity: {
    -            type: 'f',
    -            value: 0.5
    -        },
    -        deltaTime: {
    -            type: 'f',
    -            value: 0
    -        },
    -        runTime: {
    -            type: 'f',
    -            value: 0
    -        },
    -        scale: {
    -            type: 'f',
    -            value: this.scale
    -        }
    -    };
    - -
  • - - -
  • -
    - -
    - -
    -

    Add some defines into the mix…

    - -
    - -
        this.defines = {
    -        HAS_PERSPECTIVE: this.hasPerspective,
    -        COLORIZE: this.colorize,
    -        VALUE_OVER_LIFETIME_LENGTH: SPE.valueOverLifetimeLength,
    -
    -        SHOULD_ROTATE_TEXTURE: false,
    -        SHOULD_ROTATE_PARTICLES: false,
    -        SHOULD_WIGGLE_PARTICLES: false,
    -
    -        SHOULD_CALCULATE_SPRITE: this.textureFrames.x > 1 || this.textureFrames.y > 1
    -    };
    - -
  • - - -
  • -
    - -
    - -
    -

    Map of all attributes to be applied to the particles.

    -

    See SPE.ShaderAttribute for a bit more info on this bit.

    - -
    - -
        this.attributes = {
    -        position: new SPE.ShaderAttribute( 'v3', true ),
    -        acceleration: new SPE.ShaderAttribute( 'v4', true ), // w component is drag
    -        velocity: new SPE.ShaderAttribute( 'v3', true ),
    -        rotation: new SPE.ShaderAttribute( 'v4', true ),
    -        rotationCenter: new SPE.ShaderAttribute( 'v3', true ),
    -        params: new SPE.ShaderAttribute( 'v4', true ), // Holds (alive, age, delay, wiggle)
    -        size: new SPE.ShaderAttribute( 'v4', true ),
    -        angle: new SPE.ShaderAttribute( 'v4', true ),
    -        color: new SPE.ShaderAttribute( 'v4', true ),
    -        opacity: new SPE.ShaderAttribute( 'v4', true )
    -    };
    -
    -    this.attributeKeys = Object.keys( this.attributes );
    -    this.attributeCount = this.attributeKeys.length;
    - -
  • - - -
  • -
    - -
    - -
    -

    Create the ShaderMaterial instance that’ll help render the -particles.

    - -
    - -
        this.material = new THREE.ShaderMaterial( {
    -        uniforms: this.uniforms,
    -        vertexShader: SPE.shaders.vertex,
    -        fragmentShader: SPE.shaders.fragment,
    -        blending: this.blending,
    -        transparent: this.transparent,
    -        alphaTest: this.alphaTest,
    -        depthWrite: this.depthWrite,
    -        depthTest: this.depthTest,
    -        defines: this.defines,
    -        fog: this.fog
    -    } );
    - -
  • - - -
  • -
    - -
    - -
    -

    Create the BufferGeometry and Points instances, ensuring -the geometry and material are given to the latter.

    - -
    - -
        this.geometry = new THREE.BufferGeometry();
    -    this.mesh = new THREE.Points( this.geometry, this.material );
    -
    -    if ( this.maxParticleCount === null ) {
    -        console.warn( 'SPE.Group: No maxParticleCount specified. Adding emitters after rendering will probably cause errors.' );
    -    }
    -};
    -
    -SPE.Group.constructor = SPE.Group;
    -
    -
    -SPE.Group.prototype._updateDefines = function() {
    -    'use strict';
    -
    -    var emitters = this.emitters,
    -        i = emitters.length - 1,
    -        emitter,
    -        defines = this.defines;
    -
    -    for ( i; i >= 0; --i ) {
    -        emitter = emitters[ i ];
    - -
  • - - -
  • -
    - -
    - -
    -

    Only do angle calculation if there’s no spritesheet defined.

    -

    Saves calculations being done and then overwritten in the shaders.

    - -
    - -
            if ( !defines.SHOULD_CALCULATE_SPRITE ) {
    -            defines.SHOULD_ROTATE_TEXTURE = defines.SHOULD_ROTATE_TEXTURE || !!Math.max(
    -                Math.max.apply( null, emitter.angle.value ),
    -                Math.max.apply( null, emitter.angle.spread )
    -            );
    -        }
    -
    -        defines.SHOULD_ROTATE_PARTICLES = defines.SHOULD_ROTATE_PARTICLES || !!Math.max(
    -            emitter.rotation.angle,
    -            emitter.rotation.angleSpread
    -        );
    -
    -        defines.SHOULD_WIGGLE_PARTICLES = defines.SHOULD_WIGGLE_PARTICLES || !!Math.max(
    -            emitter.wiggle.value,
    -            emitter.wiggle.spread
    -        );
    -    }
    -
    -    this.material.needsUpdate = true;
    -};
    -
    -SPE.Group.prototype._applyAttributesToGeometry = function() {
    -    'use strict';
    -
    -    var attributes = this.attributes,
    -        geometry = this.geometry,
    -        geometryAttributes = geometry.attributes,
    -        attribute,
    -        geometryAttribute;
    - -
  • - - -
  • -
    - -
    - -
    -

    Loop through all the shader attributes and assign (or re-assign) -typed array buffers to each one.

    - -
    - -
        for ( var attr in attributes ) {
    -        if ( attributes.hasOwnProperty( attr ) ) {
    -            attribute = attributes[ attr ];
    -            geometryAttribute = geometryAttributes[ attr ];
    - -
  • - - -
  • -
    - -
    - -
    -

    Update the array if this attribute exists on the geometry.

    -

    This needs to be done because the attribute’s typed array might have -been resized and reinstantiated, and might now be looking at a -different ArrayBuffer, so reference needs updating.

    - -
    - -
                if ( geometryAttribute ) {
    -                geometryAttribute.array = attribute.typedArray.array;
    -            }
    - -
  • - - -
  • -
    - -
    - -
    -

    // Add the attribute to the geometry if it doesn’t already exist.

    - -
    - -
                else {
    -                geometry.addAttribute( attr, attribute.bufferAttribute );
    -            }
    - -
  • - - -
  • -
    - -
    - -
    -

    Mark the attribute as needing an update the next time a frame is rendered.

    - -
    - -
                attribute.bufferAttribute.needsUpdate = true;
    -        }
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Mark the draw range on the geometry. This will ensure -only the values in the attribute buffers that are -associated with a particle will be used in THREE’s -render cycle.

    - -
    - -
        this.geometry.setDrawRange( 0, this.particleCount );
    -};
    -
    -/**
    - * Adds an SPE.Emitter instance to this group, creating particle values and
    - * assigning them to this group's shader attributes.
    - *
    - * @param {Emitter} emitter The emitter to add to this group.
    - */
    -SPE.Group.prototype.addEmitter = function( emitter ) {
    -    'use strict';
    - -
  • - - -
  • -
    - -
    - -
    -

    Ensure an actual emitter instance is passed here.

    -

    Decided not to throw here, just in case a scene’s -rendering would be paused. Logging an error instead -of stopping execution if exceptions aren’t caught.

    - -
    - -
        if ( emitter instanceof SPE.Emitter === false ) {
    -        console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter );
    -        return;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    If the emitter already exists as a member of this group, then -stop here, we don’t want to add it again.

    - -
    - -
        else if ( this.emitterIDs.indexOf( emitter.uuid ) > -1 ) {
    -        console.error( 'Emitter already exists in this group. Will not add again.' );
    -        return;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    And finally, if the emitter is a member of another group, -don’t add it to this group.

    - -
    - -
        else if ( emitter.group !== null ) {
    -        console.error( 'Emitter already belongs to another group. Will not add to requested group.' );
    -        return;
    -    }
    -
    -    var attributes = this.attributes,
    -        start = this.particleCount,
    -        end = start + emitter.particleCount;
    - -
  • - - -
  • -
    - -
    - -
    -

    Update this group’s particle count.

    - -
    - -
        this.particleCount = end;
    - -
  • - - -
  • -
    - -
    - -
    -

    Emit a warning if the emitter being added will exceed the buffer sizes specified.

    - -
    - -
        if ( this.maxParticleCount !== null && this.particleCount > this.maxParticleCount ) {
    -        console.warn( 'SPE.Group: maxParticleCount exceeded. Requesting', this.particleCount, 'particles, can support only', this.maxParticleCount );
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Set the particlesPerSecond value (PPS) on the emitter. -It’s used to determine how many particles to release -on a per-frame basis.

    - -
    - -
        emitter._calculatePPSValue( emitter.maxAge._value + emitter.maxAge._spread );
    -    emitter._setBufferUpdateRanges( this.attributeKeys );
    - -
  • - - -
  • -
    - -
    - -
    -

    Store the offset value in the TypedArray attributes for this emitter.

    - -
    - -
        emitter._setAttributeOffset( start );
    - -
  • - - -
  • -
    - -
    - -
    -

    Save a reference to this group on the emitter so it knows -where it belongs.

    - -
    - -
        emitter.group = this;
    - -
  • - - -
  • -
    - -
    - -
    -

    Store reference to the attributes on the emitter for -easier access during the emitter’s tick function.

    - -
    - -
        emitter.attributes = this.attributes;
    - -
  • - - -
  • -
    - -
    - -
    -

    Ensure the attributes and their BufferAttributes exist, and their -TypedArrays are of the correct size.

    - -
    - -
        for ( var attr in attributes ) {
    -        if ( attributes.hasOwnProperty( attr ) ) {
    - -
  • - - -
  • -
    - -
    - -
    -

    When creating a buffer, pass through the maxParticle count -if one is specified.

    - -
    - -
                attributes[ attr ]._createBufferAttribute(
    -                this.maxParticleCount !== null ?
    -                this.maxParticleCount :
    -                this.particleCount
    -            );
    -        }
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Loop through each particle this emitter wants to have, and create the attributes values, -storing them in the TypedArrays that each attribute holds.

    - -
    - -
        for ( var i = start; i < end; ++i ) {
    -        emitter._assignPositionValue( i );
    -        emitter._assignForceValue( i, 'velocity' );
    -        emitter._assignForceValue( i, 'acceleration' );
    -        emitter._assignAbsLifetimeValue( i, 'opacity' );
    -        emitter._assignAbsLifetimeValue( i, 'size' );
    -        emitter._assignAngleValue( i );
    -        emitter._assignRotationValue( i );
    -        emitter._assignParamsValue( i );
    -        emitter._assignColorValue( i );
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Update the geometry and make sure the attributes are referencing -the typed arrays properly.

    - -
    - -
        this._applyAttributesToGeometry();
    - -
  • - - -
  • -
    - -
    - -
    -

    Store this emitter in this group’s emitter’s store.

    - -
    - -
        this.emitters.push( emitter );
    -    this.emitterIDs.push( emitter.uuid );
    - -
  • - - -
  • -
    - -
    - -
    -

    Update certain flags to enable shader calculations only if they’re necessary.

    - -
    - -
        this._updateDefines( emitter );
    - -
  • - - -
  • -
    - -
    - -
    -

    Update the material since defines might have changed

    - -
    - -
        this.material.needsUpdate = true;
    -    this.geometry.needsUpdate = true;
    -    this._attributesNeedRefresh = true;
    - -
  • - - -
  • -
    - -
    - -
    -

    Return the group to enable chaining.

    - -
    - -
        return this;
    -};
    -
    -/**
    - * Removes an SPE.Emitter instance from this group. When called,
    - * all particle's belonging to the given emitter will be instantly
    - * removed from the scene.
    - *
    - * @param {Emitter} emitter The emitter to add to this group.
    - */
    -SPE.Group.prototype.removeEmitter = function( emitter ) {
    -    'use strict';
    -
    -    var emitterIndex = this.emitterIDs.indexOf( emitter.uuid );
    - -
  • - - -
  • -
    - -
    - -
    -

    Ensure an actual emitter instance is passed here.

    -

    Decided not to throw here, just in case a scene’s -rendering would be paused. Logging an error instead -of stopping execution if exceptions aren’t caught.

    - -
    - -
        if ( emitter instanceof SPE.Emitter === false ) {
    -        console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter );
    -        return;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Issue an error if the emitter isn’t a member of this group.

    - -
    - -
        else if ( emitterIndex === -1 ) {
    -        console.error( 'Emitter does not exist in this group. Will not remove.' );
    -        return;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Kill all particles by marking them as dead -and their age as 0.

    - -
    - -
        var start = emitter.attributeOffset,
    -        end = start + emitter.particleCount,
    -        params = this.attributes.params.typedArray;
    - -
  • - - -
  • -
    - -
    - -
    -

    Set alive and age to zero.

    - -
    - -
        for ( var i = start; i < end; ++i ) {
    -        params.array[ i * 4 ] = 0.0;
    -        params.array[ i * 4 + 1 ] = 0.0;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Remove the emitter from this group’s “store”.

    - -
    - -
        this.emitters.splice( emitterIndex, 1 );
    -    this.emitterIDs.splice( emitterIndex, 1 );
    - -
  • - - -
  • -
    - -
    - -
    -

    Remove this emitter’s attribute values from all shader attributes. -The .splice() call here also marks each attribute’s buffer -as needing to update it’s entire contents.

    - -
    - -
        for ( var attr in this.attributes ) {
    -        if ( this.attributes.hasOwnProperty( attr ) ) {
    -            this.attributes[ attr ].splice( start, end );
    -        }
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Ensure this group’s particle count is correct.

    - -
    - -
        this.particleCount -= emitter.particleCount;
    - -
  • - - -
  • -
    - -
    - -
    -

    Call the emitter’s remove method.

    - -
    - -
        emitter._onRemove();
    - -
  • - - -
  • -
    - -
    - -
    -

    Set a flag to indicate that the attribute buffers should -be updated in their entirety on the next frame.

    - -
    - -
        this._attributesNeedRefresh = true;
    -};
    -
    -
    -/**
    - * Fetch a single emitter instance from the pool.
    - * If there are no objects in the pool, a new emitter will be
    - * created if specified.
    - *
    - * @return {Emitter|null}
    - */
    -SPE.Group.prototype.getFromPool = function() {
    -    'use strict';
    -
    -    var pool = this._pool,
    -        createNew = this._createNewWhenPoolEmpty;
    -
    -    if ( pool.length ) {
    -        return pool.pop();
    -    }
    -    else if ( createNew ) {
    -        return new SPE.Emitter( this._poolCreationSettings );
    -    }
    -
    -    return null;
    -};
    -
    -
    -/**
    - * Release an emitter into the pool.
    - *
    - * @param  {ShaderParticleEmitter} emitter
    - * @return {Group} This group instance.
    - */
    -SPE.Group.prototype.releaseIntoPool = function( emitter ) {
    -    'use strict';
    -
    -    if ( emitter instanceof SPE.Emitter === false ) {
    -        console.error( 'Argument is not instanceof SPE.Emitter:', emitter );
    -        return;
    -    }
    -
    -    emitter.reset();
    -    this._pool.unshift( emitter );
    -
    -    return this;
    -};
    -
    -
    -/**
    - * Get the pool array
    - *
    - * @return {Array}
    - */
    -SPE.Group.prototype.getPool = function() {
    -    'use strict';
    -    return this._pool;
    -};
    -
    -
    -/**
    - * Add a pool of emitters to this particle group
    - *
    - * @param {Number} numEmitters      The number of emitters to add to the pool.
    - * @param {EmitterOptions|Array} emitterOptions  An object, or array of objects, describing the options to pass to each emitter.
    - * @param {Boolean} createNew       Should a new emitter be created if the pool runs out?
    - * @return {Group} This group instance.
    - */
    -SPE.Group.prototype.addPool = function( numEmitters, emitterOptions, createNew ) {
    -    'use strict';
    -
    -    var emitter;
    - -
  • - - -
  • -
    - -
    - -
    -

    Save relevant settings and flags.

    - -
    - -
        this._poolCreationSettings = emitterOptions;
    -    this._createNewWhenPoolEmpty = !!createNew;
    - -
  • - - -
  • -
    - -
    - -
    -

    Create the emitters, add them to this group and the pool.

    - -
    - -
        for ( var i = 0; i < numEmitters; ++i ) {
    -        if ( Array.isArray( emitterOptions ) ) {
    -            emitter = new SPE.Emitter( emitterOptions[ i ] );
    -        }
    -        else {
    -            emitter = new SPE.Emitter( emitterOptions );
    -        }
    -        this.addEmitter( emitter );
    -        this.releaseIntoPool( emitter );
    -    }
    -
    -    return this;
    -};
    -
    -
    -
    -SPE.Group.prototype._triggerSingleEmitter = function( pos ) {
    -    'use strict';
    -
    -    var emitter = this.getFromPool(),
    -        self = this;
    -
    -    if ( emitter === null ) {
    -        console.log( 'SPE.Group pool ran out.' );
    -        return;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    TODO:

    -
      -
    • Make sure buffers are update with thus new position.
    • -
    - -
    - -
        if ( pos instanceof THREE.Vector3 ) {
    -        emitter.position.value.copy( pos );
    - -
  • - - -
  • -
    - -
    - -
    -

    Trigger the setter for this property to force an -update to the emitter’s position attribute.

    - -
    - -
            emitter.position.value = emitter.position.value;
    -    }
    -
    -    emitter.enable();
    -
    -    setTimeout( function() {
    -        emitter.disable();
    -        self.releaseIntoPool( emitter );
    -    }, ( emitter.maxAge.value + emitter.maxAge.spread ) * 1000 );
    -
    -    return this;
    -};
    -
    -
    -/**
    - * Set a given number of emitters as alive, with an optional position
    - * vector3 to move them to.
    - *
    - * @param  {Number} numEmitters The number of emitters to activate
    - * @param  {Object} [position=undefined] A THREE.Vector3 instance describing the position to activate the emitter(s) at.
    - * @return {Group} This group instance.
    - */
    -SPE.Group.prototype.triggerPoolEmitter = function( numEmitters, position ) {
    -    'use strict';
    -
    -    if ( typeof numEmitters === 'number' && numEmitters > 1 ) {
    -        for ( var i = 0; i < numEmitters; ++i ) {
    -            this._triggerSingleEmitter( position );
    -        }
    -    }
    -    else {
    -        this._triggerSingleEmitter( position );
    -    }
    -
    -    return this;
    -};
    -
    -
    -
    -SPE.Group.prototype._updateUniforms = function( dt ) {
    -    'use strict';
    -
    -    this.uniforms.runTime.value += dt;
    -    this.uniforms.deltaTime.value = dt;
    -};
    -
    -SPE.Group.prototype._resetBufferRanges = function() {
    -    'use strict';
    -
    -    var keys = this.attributeKeys,
    -        i = this.attributeCount - 1,
    -        attrs = this.attributes;
    -
    -    for ( i; i >= 0; --i ) {
    -        attrs[ keys[ i ] ].resetUpdateRange();
    -    }
    -};
    -
    -
    -SPE.Group.prototype._updateBuffers = function( emitter ) {
    -    'use strict';
    -
    -    var keys = this.attributeKeys,
    -        i = this.attributeCount - 1,
    -        attrs = this.attributes,
    -        emitterRanges = emitter.bufferUpdateRanges,
    -        key,
    -        emitterAttr,
    -        attr;
    -
    -    for ( i; i >= 0; --i ) {
    -        key = keys[ i ];
    -        emitterAttr = emitterRanges[ key ];
    -        attr = attrs[ key ];
    -        attr.setUpdateRange( emitterAttr.min, emitterAttr.max );
    -        attr.flagUpdate();
    -    }
    -};
    -
    -
    -/**
    - * Simulate all the emitter's belonging to this group, updating
    - * attribute values along the way.
    - * @param  {Number} [dt=Group's `fixedTimeStep` value] The number of seconds to simulate the group's emitters for (deltaTime)
    - */
    -SPE.Group.prototype.tick = function( dt ) {
    -    'use strict';
    -
    -    var emitters = this.emitters,
    -        numEmitters = emitters.length,
    -        deltaTime = dt || this.fixedTimeStep,
    -        keys = this.attributeKeys,
    -        i,
    -        attrs = this.attributes;
    - -
  • - - -
  • -
    - -
    - -
    -

    Update uniform values.

    - -
    - -
        this._updateUniforms( deltaTime );
    - -
  • - - -
  • -
    - -
    - -
    -

    Reset buffer update ranges on the shader attributes.

    - -
    - -
        this._resetBufferRanges();
    - -
  • - - -
  • -
    - -
    - -
    -

    If nothing needs updating, then stop here.

    - -
    - -
        if (
    -        numEmitters === 0 &&
    -        this._attributesNeedRefresh === false &&
    -        this._attributesNeedDynamicReset === false
    -    ) {
    -        return;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Loop through each emitter in this group and -simulate it, then update the shader attribute -buffers.

    - -
    - -
        for ( var i = 0, emitter; i < numEmitters; ++i ) {
    -        emitter = emitters[ i ];
    -        emitter.tick( deltaTime );
    -        this._updateBuffers( emitter );
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    If the shader attributes have been refreshed, -then the dynamic properties of each buffer -attribute will need to be reset back to -what they should be.

    - -
    - -
        if ( this._attributesNeedDynamicReset === true ) {
    -        i = this.attributeCount - 1;
    -
    -        for ( i; i >= 0; --i ) {
    -            attrs[ keys[ i ] ].resetDynamic();
    -        }
    -
    -        this._attributesNeedDynamicReset = false;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    If this group’s shader attributes need a full refresh -then mark each attribute’s buffer attribute as -needing so.

    - -
    - -
        if ( this._attributesNeedRefresh === true ) {
    -        i = this.attributeCount - 1;
    -
    -        for ( i; i >= 0; --i ) {
    -            attrs[ keys[ i ] ].forceUpdateAll();
    -        }
    -
    -        this._attributesNeedRefresh = false;
    -        this._attributesNeedDynamicReset = true;
    -    }
    -};
    -
    -
    -/**
    - * Dipose the geometry and material for the group.
    - *
    - * @return {Group} Group instance.
    - */
    -SPE.Group.prototype.dispose = function() {
    -    'use strict';
    -    this.geometry.dispose();
    -    this.material.dispose();
    -    return this;
    -};
    -
    -/**
    - * An SPE.Emitter instance.
    - * @typedef {Object} Emitter
    - * @see SPE.Emitter
    - */
    -
    -/**
    - * A map of options to configure an SPE.Emitter instance.
    - *
    - * @typedef {Object} EmitterOptions
    - *
    - * @property {distribution} [type=BOX] The default distribution this emitter should use to control
    - *                         its particle's spawn position and force behaviour.
    - *                         Must be an SPE.distributions.* value.
    - *
    - *
    - * @property {Number} [particleCount=100] The total number of particles this emitter will hold. NOTE: this is not the number
    - *                                  of particles emitted in a second, or anything like that. The number of particles
    - *                                  emitted per-second is calculated by particleCount / maxAge (approximately!)
    - *
    - * @property {Number|null} [duration=null] The duration in seconds that this emitter should live for. If not specified, the emitter
    - *                                         will emit particles indefinitely.
    - *                                         NOTE: When an emitter is older than a specified duration, the emitter is NOT removed from
    - *                                         it's group, but rather is just marked as dead, allowing it to be reanimated at a later time
    - *                                         using `SPE.Emitter.prototype.enable()`.
    - *
    - * @property {Boolean} [isStatic=false] Whether this emitter should be not be simulated (true).
    - * @property {Boolean} [activeMultiplier=1] A value between 0 and 1 describing what percentage of this emitter's particlesPerSecond should be
    - *                                          emitted, where 0 is 0%, and 1 is 100%.
    - *                                          For example, having an emitter with 100 particles, a maxAge of 2, yields a particlesPerSecond
    - *                                          value of 50. Setting `activeMultiplier` to 0.5, then, will only emit 25 particles per second (0.5 = 50%).
    - *                                          Values greater than 1 will emulate a burst of particles, causing the emitter to run out of particles
    - *                                          before it's next activation cycle.
    - *
    - * @property {Boolean} [direction=1] The direction of the emitter. If value is `1`, emitter will start at beginning of particle's lifecycle.
    - *                                   If value is `-1`, emitter will start at end of particle's lifecycle and work it's way backwards.
    - *
    - * @property {Object} [maxAge={}] An object describing the particle's maximum age in seconds.
    - * @property {Number} [maxAge.value=2] A number between 0 and 1 describing the amount of maxAge to apply to all particles.
    - * @property {Number} [maxAge.spread=0] A number describing the maxAge variance on a per-particle basis.
    - *
    - *
    - * @property {Object} [position={}] An object describing this emitter's position.
    - * @property {Object} [position.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base position.
    - * @property {Object} [position.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's position variance on a per-particle basis.
    - *                                                          Note that when using a SPHERE or DISC distribution, only the x-component
    - *                                                          of this vector is used.
    - * @property {Object} [position.spreadClamp=new THREE.Vector3()] A THREE.Vector3 instance describing the numeric multiples the particle's should
    - *                                                               be spread out over.
    - *                                                               Note that when using a SPHERE or DISC distribution, only the x-component
    - *                                                               of this vector is used.
    - * @property {Number} [position.radius=10] This emitter's base radius.
    - * @property {Object} [position.radiusScale=new THREE.Vector3()] A THREE.Vector3 instance describing the radius's scale in all three axes. Allows a SPHERE or DISC to be squashed or stretched.
    - * @property {distribution} [position.distribution=value of the `type` option.] A specific distribution to use when radiusing particles. Overrides the `type` option.
    - * @property {Boolean} [position.randomise=false] When a particle is re-spawned, whether it's position should be re-randomised or not. Can incur a performance hit.
    - *
    - *
    - * @property {Object} [velocity={}] An object describing this particle velocity.
    - * @property {Object} [velocity.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base velocity.
    - * @property {Object} [velocity.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's velocity variance on a per-particle basis.
    - *                                                          Note that when using a SPHERE or DISC distribution, only the x-component
    - *                                                          of this vector is used.
    - * @property {distribution} [velocity.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's velocity. Overrides the `type` option.
    - * @property {Boolean} [velocity.randomise=false] When a particle is re-spawned, whether it's velocity should be re-randomised or not. Can incur a performance hit.
    - *
    - *
    - * @property {Object} [acceleration={}] An object describing this particle's acceleration.
    - * @property {Object} [acceleration.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base acceleration.
    - * @property {Object} [acceleration.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's acceleration variance on a per-particle basis.
    - *                           Note that when using a SPHERE or DISC distribution, only the x-component
    - *                           of this vector is used.
    - * @property {distribution} [acceleration.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's acceleration. Overrides the `type` option.
    - * @property {Boolean} [acceleration.randomise=false] When a particle is re-spawned, whether it's acceleration should be re-randomised or not. Can incur a performance hit.
    - *
    - *
    - * @property {Object} [drag={}] An object describing this particle drag. Drag is applied to both velocity and acceleration values.
    - * @property {Number} [drag.value=0] A number between 0 and 1 describing the amount of drag to apply to all particles.
    - * @property {Number} [drag.spread=0] A number describing the drag variance on a per-particle basis.
    - * @property {Boolean} [drag.randomise=false] When a particle is re-spawned, whether it's drag should be re-randomised or not. Can incur a performance hit.
    - *
    - *
    - * @property {Object} [wiggle={}] This is quite a fun one! The values of this object will determine whether a particle will wiggle, or jiggle, or wave,
    - *                                or shimmy, or waggle, or... Well you get the idea. The wiggle is calculated over-time, meaning that a particle will
    - *                                start off with no wiggle, and end up wiggling about with the distance of the `value` specified by the time it dies.
    - *                                It's quite handy to simulate fire embers, or similar effects where the particle's position should slightly change over
    - *                                time, and such change isn't easily controlled by rotation, velocity, or acceleration. The wiggle is a combination of sin and cos calculations, so is circular in nature.
    - * @property {Number} [wiggle.value=0] A number describing the amount of wiggle to apply to all particles. It's measured in distance.
    - * @property {Number} [wiggle.spread=0] A number describing the wiggle variance on a per-particle basis.
    - *
    - *
    - * @property {Object} [rotation={}] An object describing this emitter's rotation. It can either be static, or set to rotate from 0radians to the value of `rotation.value`
    - *                                  over a particle's lifetime. Rotation values affect both a particle's position and the forces applied to it.
    - * @property {Object} [rotation.axis=new THREE.Vector3(0, 1, 0)] A THREE.Vector3 instance describing this emitter's axis of rotation.
    - * @property {Object} [rotation.axisSpread=new THREE.Vector3()] A THREE.Vector3 instance describing the amount of variance to apply to the axis of rotation on
    - *                                                              a per-particle basis.
    - * @property {Number} [rotation.angle=0] The angle of rotation, given in radians. If `rotation.static` is true, the emitter will start off rotated at this angle, and stay as such.
    - *                                       Otherwise, the particles will rotate from 0radians to this value over their lifetimes.
    - * @property {Number} [rotation.angleSpread=0] The amount of variance in each particle's rotation angle.
    - * @property {Boolean} [rotation.static=false] Whether the rotation should be static or not.
    - * @property {Object} [rotation.center=The value of `position.value`] A THREE.Vector3 instance describing the center point of rotation.
    - * @property {Boolean} [rotation.randomise=false] When a particle is re-spawned, whether it's rotation should be re-randomised or not. Can incur a performance hit.
    - *
    - *
    - * @property {Object} [color={}] An object describing a particle's color. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
    - *                               given to describe specific value changes over a particle's lifetime.
    - *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of THREE.Color instances are given, then the array will be interpolated to
    - *                               have a length matching the value of SPE.valueOverLifetimeLength.
    - * @property {Object} [color.value=new THREE.Color()] Either a single THREE.Color instance, or an array of THREE.Color instances to describe the color of a particle over it's lifetime.
    - * @property {Object} [color.spread=new THREE.Vector3()] Either a single THREE.Vector3 instance, or an array of THREE.Vector3 instances to describe the color variance of a particle over it's lifetime.
    - * @property {Boolean} [color.randomise=false] When a particle is re-spawned, whether it's color should be re-randomised or not. Can incur a performance hit.
    - *
    - *
    - * @property {Object} [opacity={}] An object describing a particle's opacity. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
    - *                               given to describe specific value changes over a particle's lifetime.
    - *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
    - *                               have a length matching the value of SPE.valueOverLifetimeLength.
    - * @property {Number} [opacity.value=1] Either a single number, or an array of numbers to describe the opacity of a particle over it's lifetime.
    - * @property {Number} [opacity.spread=0] Either a single number, or an array of numbers to describe the opacity variance of a particle over it's lifetime.
    - * @property {Boolean} [opacity.randomise=false] When a particle is re-spawned, whether it's opacity should be re-randomised or not. Can incur a performance hit.
    - *
    - *
    - * @property {Object} [size={}] An object describing a particle's size. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
    - *                               given to describe specific value changes over a particle's lifetime.
    - *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
    - *                               have a length matching the value of SPE.valueOverLifetimeLength.
    - * @property {Number} [size.value=1] Either a single number, or an array of numbers to describe the size of a particle over it's lifetime.
    - * @property {Number} [size.spread=0] Either a single number, or an array of numbers to describe the size variance of a particle over it's lifetime.
    - * @property {Boolean} [size.randomise=false] When a particle is re-spawned, whether it's size should be re-randomised or not. Can incur a performance hit.
    - *
    - *
    - * @property {Object} [angle={}] An object describing a particle's angle. The angle is a 2d-rotation, measured in radians, applied to the particle's texture.
    - *                               NOTE: if a particle's texture is a sprite-sheet, this value IS IGNORED.
    - *                               This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
    - *                               given to describe specific value changes over a particle's lifetime.
    - *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
    - *                               have a length matching the value of SPE.valueOverLifetimeLength.
    - * @property {Number} [angle.value=0] Either a single number, or an array of numbers to describe the angle of a particle over it's lifetime.
    - * @property {Number} [angle.spread=0] Either a single number, or an array of numbers to describe the angle variance of a particle over it's lifetime.
    - * @property {Boolean} [angle.randomise=false] When a particle is re-spawned, whether it's angle should be re-randomised or not. Can incur a performance hit.
    - *
    - */
    -
    -/**
    - * The SPE.Emitter class.
    - *
    - * @constructor
    - *
    - * @param {EmitterOptions} options A map of options to configure the emitter.
    - */
    -SPE.Emitter = function( options ) {
    -    'use strict';
    -
    -    var utils = SPE.utils,
    -        types = utils.types,
    -        lifetimeLength = SPE.valueOverLifetimeLength;
    - -
  • - - -
  • -
    - -
    - -
    -

    Ensure we have a map of options to play with, -and that each option is in the correct format.

    - -
    - -
        options = utils.ensureTypedArg( options, types.OBJECT, {} );
    -    options.position = utils.ensureTypedArg( options.position, types.OBJECT, {} );
    -    options.velocity = utils.ensureTypedArg( options.velocity, types.OBJECT, {} );
    -    options.acceleration = utils.ensureTypedArg( options.acceleration, types.OBJECT, {} );
    -    options.radius = utils.ensureTypedArg( options.radius, types.OBJECT, {} );
    -    options.drag = utils.ensureTypedArg( options.drag, types.OBJECT, {} );
    -    options.rotation = utils.ensureTypedArg( options.rotation, types.OBJECT, {} );
    -    options.color = utils.ensureTypedArg( options.color, types.OBJECT, {} );
    -    options.opacity = utils.ensureTypedArg( options.opacity, types.OBJECT, {} );
    -    options.size = utils.ensureTypedArg( options.size, types.OBJECT, {} );
    -    options.angle = utils.ensureTypedArg( options.angle, types.OBJECT, {} );
    -    options.wiggle = utils.ensureTypedArg( options.wiggle, types.OBJECT, {} );
    -    options.maxAge = utils.ensureTypedArg( options.maxAge, types.OBJECT, {} );
    -
    -    if ( options.onParticleSpawn ) {
    -        console.warn( 'onParticleSpawn has been removed. Please set properties directly to alter values at runtime.' );
    -    }
    -
    -    this.uuid = THREE.Math.generateUUID();
    -
    -    this.type = utils.ensureTypedArg( options.type, types.NUMBER, SPE.distributions.BOX );
    - -
  • - - -
  • -
    - -
    - -
    -

    Start assigning properties…kicking it off with props that DON’T support values over -lifetimes.

    -

    Btw, values over lifetimes are just the new way of referring to Start, Middle, and *End.

    - -
    - -
        this.position = {
    -        _value: utils.ensureInstanceOf( options.position.value, THREE.Vector3, new THREE.Vector3() ),
    -        _spread: utils.ensureInstanceOf( options.position.spread, THREE.Vector3, new THREE.Vector3() ),
    -        _spreadClamp: utils.ensureInstanceOf( options.position.spreadClamp, THREE.Vector3, new THREE.Vector3() ),
    -        _distribution: utils.ensureTypedArg( options.position.distribution, types.NUMBER, this.type ),
    -        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ),
    -        _radius: utils.ensureTypedArg( options.position.radius, types.NUMBER, 10 ),
    -        _radiusScale: utils.ensureInstanceOf( options.position.radiusScale, THREE.Vector3, new THREE.Vector3( 1, 1, 1 ) ),
    -        _distributionClamp: utils.ensureTypedArg( options.position.distributionClamp, types.NUMBER, 0 ),
    -    };
    -
    -    this.velocity = {
    -        _value: utils.ensureInstanceOf( options.velocity.value, THREE.Vector3, new THREE.Vector3() ),
    -        _spread: utils.ensureInstanceOf( options.velocity.spread, THREE.Vector3, new THREE.Vector3() ),
    -        _distribution: utils.ensureTypedArg( options.velocity.distribution, types.NUMBER, this.type ),
    -        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
    -    };
    -
    -    this.acceleration = {
    -        _value: utils.ensureInstanceOf( options.acceleration.value, THREE.Vector3, new THREE.Vector3() ),
    -        _spread: utils.ensureInstanceOf( options.acceleration.spread, THREE.Vector3, new THREE.Vector3() ),
    -        _distribution: utils.ensureTypedArg( options.acceleration.distribution, types.NUMBER, this.type ),
    -        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
    -    };
    -
    -    this.drag = {
    -        _value: utils.ensureTypedArg( options.drag.value, types.NUMBER, 0 ),
    -        _spread: utils.ensureTypedArg( options.drag.spread, types.NUMBER, 0 ),
    -        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
    -    };
    -
    -    this.wiggle = {
    -        _value: utils.ensureTypedArg( options.wiggle.value, types.NUMBER, 0 ),
    -        _spread: utils.ensureTypedArg( options.wiggle.spread, types.NUMBER, 0 )
    -    };
    -
    -    this.rotation = {
    -        _axis: utils.ensureInstanceOf( options.rotation.axis, THREE.Vector3, new THREE.Vector3( 0.0, 1.0, 0.0 ) ),
    -        _axisSpread: utils.ensureInstanceOf( options.rotation.axisSpread, THREE.Vector3, new THREE.Vector3() ),
    -        _angle: utils.ensureTypedArg( options.rotation.angle, types.NUMBER, 0 ),
    -        _angleSpread: utils.ensureTypedArg( options.rotation.angleSpread, types.NUMBER, 0 ),
    -        _static: utils.ensureTypedArg( options.rotation.static, types.BOOLEAN, false ),
    -        _center: utils.ensureInstanceOf( options.rotation.center, THREE.Vector3, this.position._value.clone() ),
    -        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
    -    };
    -
    -
    -    this.maxAge = {
    -        _value: utils.ensureTypedArg( options.maxAge.value, types.NUMBER, 2 ),
    -        _spread: utils.ensureTypedArg( options.maxAge.spread, types.NUMBER, 0 )
    -    };
    - -
  • - - -
  • -
    - -
    - -
    -

    The following properties can support either single values, or an array of values that change -the property over a particle’s lifetime (value over lifetime).

    - -
    - -
        this.color = {
    -        _value: utils.ensureArrayInstanceOf( options.color.value, THREE.Color, new THREE.Color() ),
    -        _spread: utils.ensureArrayInstanceOf( options.color.spread, THREE.Vector3, new THREE.Vector3() ),
    -        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
    -    };
    -
    -    this.opacity = {
    -        _value: utils.ensureArrayTypedArg( options.opacity.value, types.NUMBER, 1 ),
    -        _spread: utils.ensureArrayTypedArg( options.opacity.spread, types.NUMBER, 0 ),
    -        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
    -    };
    -
    -    this.size = {
    -        _value: utils.ensureArrayTypedArg( options.size.value, types.NUMBER, 1 ),
    -        _spread: utils.ensureArrayTypedArg( options.size.spread, types.NUMBER, 0 ),
    -        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
    -    };
    -
    -    this.angle = {
    -        _value: utils.ensureArrayTypedArg( options.angle.value, types.NUMBER, 0 ),
    -        _spread: utils.ensureArrayTypedArg( options.angle.spread, types.NUMBER, 0 ),
    -        _randomise: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false )
    -    };
    - -
  • - - -
  • -
    - -
    - -
    -

    Assign renaining option values.

    - -
    - -
        this.particleCount = utils.ensureTypedArg( options.particleCount, types.NUMBER, 100 );
    -    this.duration = utils.ensureTypedArg( options.duration, types.NUMBER, null );
    -    this.isStatic = utils.ensureTypedArg( options.isStatic, types.BOOLEAN, false );
    -    this.activeMultiplier = utils.ensureTypedArg( options.activeMultiplier, types.NUMBER, 1 );
    -    this.direction = utils.ensureTypedArg( options.direction, types.NUMBER, 1 );
    - -
  • - - -
  • -
    - -
    - -
    -

    Whether this emitter is alive or not.

    - -
    - -
        this.alive = utils.ensureTypedArg( options.alive, types.BOOLEAN, true );
    - -
  • - - -
  • -
    - -
    - -
    -

    The following properties are set internally and are not -user-controllable.

    - -
    - -
        this.particlesPerSecond = 0;
    - -
  • - - -
  • -
    - -
    - -
    -

    The current particle index for which particles should -be marked as active on the next update cycle.

    - -
    - -
        this.activationIndex = 0;
    - -
  • - - -
  • -
    - -
    - -
    -

    The offset in the typed arrays this emitter’s -particle’s values will start at

    - -
    - -
        this.attributeOffset = 0;
    - -
  • - - -
  • -
    - -
    - -
    -

    The end of the range in the attribute buffers

    - -
    - -
        this.attributeEnd = 0;
    - -
  • - - -
  • -
    - -
    - -
    -

    Holds the time the emitter has been alive for.

    - -
    - -
        this.age = 0.0;
    - -
  • - - -
  • -
    - -
    - -
    -

    Holds the number of currently-alive particles

    - -
    - -
        this.activeParticleCount = 0.0;
    - -
  • - - -
  • -
    - -
    - -
    -

    Holds a reference to this emitter’s group once -it’s added to one.

    - -
    - -
        this.group = null;
    - -
  • - - -
  • -
    - -
    - -
    -

    Holds a reference to this emitter’s group’s attributes object -for easier access.

    - -
    - -
        this.attributes = null;
    - -
  • - - -
  • -
    - -
    - -
    -

    Holds a reference to the params attribute’s typed array -for quicker access.

    - -
    - -
        this.paramsArray = null;
    - -
  • - - -
  • -
    - -
    - -
    -

    A set of flags to determine whether particular properties -should be re-randomised when a particle is reset.

    -

    If a randomise property is given, this is preferred. -Otherwise, it looks at whether a spread value has been -given.

    -

    It allows randomization to be turned off as desired. If -all randomization is turned off, then I’d expect a performance -boost as no attribute buffers (excluding the params) -would have to be re-passed to the GPU each frame (since nothing -except the params attribute would have changed).

    - -
    - -
        this.resetFlags = {
    - -
  • - - -
  • -
    - -
    - -
    -

    params: utils.ensureTypedArg( options.maxAge.randomise, types.BOOLEAN, !!options.maxAge.spread ) || - utils.ensureTypedArg( options.wiggle.randomise, types.BOOLEAN, !!options.wiggle.spread ),

    - -
    - -
            position: utils.ensureTypedArg( options.position.randomise, types.BOOLEAN, false ) ||
    -            utils.ensureTypedArg( options.radius.randomise, types.BOOLEAN, false ),
    -        velocity: utils.ensureTypedArg( options.velocity.randomise, types.BOOLEAN, false ),
    -        acceleration: utils.ensureTypedArg( options.acceleration.randomise, types.BOOLEAN, false ) ||
    -            utils.ensureTypedArg( options.drag.randomise, types.BOOLEAN, false ),
    -        rotation: utils.ensureTypedArg( options.rotation.randomise, types.BOOLEAN, false ),
    -        rotationCenter: utils.ensureTypedArg( options.rotation.randomise, types.BOOLEAN, false ),
    -        size: utils.ensureTypedArg( options.size.randomise, types.BOOLEAN, false ),
    -        color: utils.ensureTypedArg( options.color.randomise, types.BOOLEAN, false ),
    -        opacity: utils.ensureTypedArg( options.opacity.randomise, types.BOOLEAN, false ),
    -        angle: utils.ensureTypedArg( options.angle.randomise, types.BOOLEAN, false )
    -    };
    -
    -    this.updateFlags = {};
    -    this.updateCounts = {};
    - -
  • - - -
  • -
    - -
    - -
    -

    A map to indicate which emitter parameters should update -which attribute.

    - -
    - -
        this.updateMap = {
    -        maxAge: 'params',
    -        position: 'position',
    -        velocity: 'velocity',
    -        acceleration: 'acceleration',
    -        drag: 'acceleration',
    -        wiggle: 'params',
    -        rotation: 'rotation',
    -        size: 'size',
    -        color: 'color',
    -        opacity: 'opacity',
    -        angle: 'angle'
    -    };
    -
    -    for ( var i in this.updateMap ) {
    -        if ( this.updateMap.hasOwnProperty( i ) ) {
    -            this.updateCounts[ this.updateMap[ i ] ] = 0.0;
    -            this.updateFlags[ this.updateMap[ i ] ] = false;
    -            this._createGetterSetters( this[ i ], i );
    -        }
    -    }
    -
    -    this.bufferUpdateRanges = {};
    -    this.attributeKeys = null;
    -    this.attributeCount = 0;
    - -
  • - - -
  • -
    - -
    - -
    -

    Ensure that the value-over-lifetime property objects above -have value and spread properties that are of the same length.

    -

    Also, for now, make sure they have a length of 3 (min/max arguments here).

    - -
    - -
        utils.ensureValueOverLifetimeCompliance( this.color, lifetimeLength, lifetimeLength );
    -    utils.ensureValueOverLifetimeCompliance( this.opacity, lifetimeLength, lifetimeLength );
    -    utils.ensureValueOverLifetimeCompliance( this.size, lifetimeLength, lifetimeLength );
    -    utils.ensureValueOverLifetimeCompliance( this.angle, lifetimeLength, lifetimeLength );
    -};
    -
    -SPE.Emitter.constructor = SPE.Emitter;
    -
    -SPE.Emitter.prototype._createGetterSetters = function( propObj, propName ) {
    -    'use strict';
    -
    -    var self = this;
    -
    -    for ( var i in propObj ) {
    -        if ( propObj.hasOwnProperty( i ) ) {
    -
    -            var name = i.replace( '_', '' );
    -
    -            Object.defineProperty( propObj, name, {
    -                get: ( function( prop ) {
    -                    return function() {
    -                        return this[ prop ];
    -                    };
    -                }( i ) ),
    -
    -                set: ( function( prop ) {
    -                    return function( value ) {
    -                        var mapName = self.updateMap[ propName ],
    -                            prevValue = this[ prop ],
    -                            length = SPE.valueOverLifetimeLength;
    -
    -                        if ( prop === '_rotationCenter' ) {
    -                            self.updateFlags.rotationCenter = true;
    -                            self.updateCounts.rotationCenter = 0.0;
    -                        }
    -                        else if ( prop === '_randomise' ) {
    -                            self.resetFlags[ mapName ] = value;
    -                        }
    -                        else {
    -                            self.updateFlags[ mapName ] = true;
    -                            self.updateCounts[ mapName ] = 0.0;
    -                        }
    -
    -                        self.group._updateDefines();
    -
    -                        this[ prop ] = value;
    - -
  • - - -
  • -
    - -
    - -
    -

    If the previous value was an array, then make -sure the provided value is interpolated correctly.

    - -
    - -
                            if ( Array.isArray( prevValue ) ) {
    -                            SPE.utils.ensureValueOverLifetimeCompliance( self[ propName ], length, length );
    -                        }
    -                    };
    -                }( i ) )
    -            } );
    -        }
    -    }
    -};
    -
    -SPE.Emitter.prototype._setBufferUpdateRanges = function( keys ) {
    -    'use strict';
    -
    -    this.attributeKeys = keys;
    -    this.attributeCount = keys.length;
    -
    -    for ( var i = this.attributeCount - 1; i >= 0; --i ) {
    -        this.bufferUpdateRanges[ keys[ i ] ] = {
    -            min: Number.POSITIVE_INFINITY,
    -            max: Number.NEGATIVE_INFINITY
    -        };
    -    }
    -};
    -
    -SPE.Emitter.prototype._calculatePPSValue = function( groupMaxAge ) {
    -    'use strict';
    -
    -    var particleCount = this.particleCount;
    - -
  • - - -
  • -
    - -
    - -
    -

    Calculate the particlesPerSecond value for this emitter. It’s used -when determining which particles should die and which should live to -see another day. Or be born, for that matter. The “God” property.

    - -
    - -
        if ( this.duration ) {
    -        this.particlesPerSecond = particleCount / ( groupMaxAge < this.duration ? groupMaxAge : this.duration );
    -    }
    -    else {
    -        this.particlesPerSecond = particleCount / groupMaxAge;
    -    }
    -};
    -
    -SPE.Emitter.prototype._setAttributeOffset = function( startIndex ) {
    -    this.attributeOffset = startIndex;
    -    this.activationIndex = startIndex;
    -    this.activationEnd = startIndex + this.particleCount;
    -};
    -
    -
    -SPE.Emitter.prototype._assignValue = function( prop, index ) {
    -    'use strict';
    -
    -    switch ( prop ) {
    -        case 'position':
    -            this._assignPositionValue( index );
    -            break;
    -
    -        case 'velocity':
    -        case 'acceleration':
    -            this._assignForceValue( index, prop );
    -            break;
    -
    -        case 'size':
    -        case 'opacity':
    -            this._assignAbsLifetimeValue( index, prop );
    -            break;
    -
    -        case 'angle':
    -            this._assignAngleValue( index );
    -            break;
    -
    -        case 'params':
    -            this._assignParamsValue( index );
    -            break;
    -
    -        case 'rotation':
    -            this._assignRotationValue( index );
    -            break;
    -
    -        case 'color':
    -            this._assignColorValue( index );
    -            break;
    -    }
    -};
    -
    -SPE.Emitter.prototype._assignPositionValue = function( index ) {
    -    'use strict';
    -
    -    var distributions = SPE.distributions,
    -        utils = SPE.utils,
    -        prop = this.position,
    -        attr = this.attributes.position,
    -        value = prop._value,
    -        spread = prop._spread,
    -        distribution = prop._distribution;
    -
    -    switch ( distribution ) {
    -        case distributions.BOX:
    -            utils.randomVector3( attr, index, value, spread, prop._spreadClamp );
    -            break;
    -
    -        case distributions.SPHERE:
    -            utils.randomVector3OnSphere( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x, prop._distributionClamp || this.particleCount );
    -            break;
    -
    -        case distributions.DISC:
    -            utils.randomVector3OnDisc( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x );
    -            break;
    -    }
    -};
    -
    -SPE.Emitter.prototype._assignForceValue = function( index, attrName ) {
    -    'use strict';
    -
    -    var distributions = SPE.distributions,
    -        utils = SPE.utils,
    -        prop = this[ attrName ],
    -        value = prop._value,
    -        spread = prop._spread,
    -        distribution = prop._distribution,
    -        pos,
    -        positionX,
    -        positionY,
    -        positionZ,
    -        i;
    -
    -    switch ( distribution ) {
    -        case distributions.BOX:
    -            utils.randomVector3( this.attributes[ attrName ], index, value, spread );
    -            break;
    -
    -        case distributions.SPHERE:
    -            pos = this.attributes.position.typedArray.array;
    -            i = index * 3;
    - -
  • - - -
  • -
    - -
    - -
    -

    Ensure position values aren’t zero, otherwise no force will be -applied. -positionX = utils.zeroToEpsilon( pos[ i ], true ); -positionY = utils.zeroToEpsilon( pos[ i + 1 ], true ); -positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );

    - -
    - -
                positionX = pos[ i ];
    -            positionY = pos[ i + 1 ];
    -            positionZ = pos[ i + 2 ];
    -
    -            utils.randomDirectionVector3OnSphere(
    -                this.attributes[ attrName ], index,
    -                positionX, positionY, positionZ,
    -                this.position._value,
    -                prop._value.x,
    -                prop._spread.x
    -            );
    -            break;
    -
    -        case distributions.DISC:
    -            pos = this.attributes.position.typedArray.array;
    -            i = index * 3;
    - -
  • - - -
  • -
    - -
    - -
    -

    Ensure position values aren’t zero, otherwise no force will be -applied. -positionX = utils.zeroToEpsilon( pos[ i ], true ); -positionY = utils.zeroToEpsilon( pos[ i + 1 ], true ); -positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );

    - -
    - -
                positionX = pos[ i ];
    -            positionY = pos[ i + 1 ];
    -            positionZ = pos[ i + 2 ];
    -
    -            utils.randomDirectionVector3OnDisc(
    -                this.attributes[ attrName ], index,
    -                positionX, positionY, positionZ,
    -                this.position._value,
    -                prop._value.x,
    -                prop._spread.x
    -            );
    -            break;
    -    }
    -
    -    if ( attrName === 'acceleration' ) {
    -        var drag = utils.clamp( utils.randomFloat( this.drag._value, this.drag._spread ), 0, 1 );
    -        this.attributes.acceleration.typedArray.array[ index * 4 + 3 ] = drag;
    -    }
    -};
    -
    -SPE.Emitter.prototype._assignAbsLifetimeValue = function( index, propName ) {
    -    'use strict';
    -
    -    var array = this.attributes[ propName ].typedArray,
    -        prop = this[ propName ],
    -        utils = SPE.utils,
    -        value;
    -
    -    if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
    -        value = Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) );
    -        array.setVec4Components( index, value, value, value, value );
    -    }
    -    else {
    -        array.setVec4Components( index,
    -            Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) ),
    -            Math.abs( utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ) ),
    -            Math.abs( utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ) ),
    -            Math.abs( utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] ) )
    -        );
    -    }
    -};
    -
    -SPE.Emitter.prototype._assignAngleValue = function( index ) {
    -    'use strict';
    -
    -    var array = this.attributes.angle.typedArray,
    -        prop = this.angle,
    -        utils = SPE.utils,
    -        value;
    -
    -    if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
    -        value = utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] );
    -        array.setVec4Components( index, value, value, value, value );
    -    }
    -    else {
    -        array.setVec4Components( index,
    -            utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ),
    -            utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ),
    -            utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ),
    -            utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] )
    -        );
    -    }
    -};
    -
    -SPE.Emitter.prototype._assignParamsValue = function( index ) {
    -    'use strict';
    -
    -    this.attributes.params.typedArray.setVec4Components( index,
    -        this.isStatic ? 1 : 0,
    -        0.0,
    -        Math.abs( SPE.utils.randomFloat( this.maxAge._value, this.maxAge._spread ) ),
    -        SPE.utils.randomFloat( this.wiggle._value, this.wiggle._spread )
    -    );
    -};
    -
    -SPE.Emitter.prototype._assignRotationValue = function( index ) {
    -    'use strict';
    -
    -    this.attributes.rotation.typedArray.setVec3Components( index,
    -        SPE.utils.getPackedRotationAxis( this.rotation._axis, this.rotation._axisSpread ),
    -        SPE.utils.randomFloat( this.rotation._angle, this.rotation._angleSpread ),
    -        this.rotation._static ? 0 : 1
    -    );
    -
    -    this.attributes.rotationCenter.typedArray.setVec3( index, this.rotation._center );
    -};
    -
    -SPE.Emitter.prototype._assignColorValue = function( index ) {
    -    'use strict';
    -    SPE.utils.randomColorAsHex( this.attributes.color, index, this.color._value, this.color._spread );
    -};
    -
    -SPE.Emitter.prototype._resetParticle = function( index ) {
    -    'use strict';
    -
    -    var resetFlags = this.resetFlags,
    -        updateFlags = this.updateFlags,
    -        updateCounts = this.updateCounts,
    -        keys = this.attributeKeys,
    -        key,
    -        updateFlag;
    -
    -    for ( var i = this.attributeCount - 1; i >= 0; --i ) {
    -        key = keys[ i ];
    -        updateFlag = updateFlags[ key ];
    -
    -        if ( resetFlags[ key ] === true || updateFlag === true ) {
    -            this._assignValue( key, index );
    -            this._updateAttributeUpdateRange( key, index );
    -
    -            if ( updateFlag === true && updateCounts[ key ] === this.particleCount ) {
    -                updateFlags[ key ] = false;
    -                updateCounts[ key ] = 0.0;
    -            }
    -            else if ( updateFlag == true ) {
    -                ++updateCounts[ key ];
    -            }
    -        }
    -    }
    -};
    -
    -SPE.Emitter.prototype._updateAttributeUpdateRange = function( attr, i ) {
    -    'use strict';
    -
    -    var ranges = this.bufferUpdateRanges[ attr ];
    -
    -    ranges.min = Math.min( i, ranges.min );
    -    ranges.max = Math.max( i, ranges.max );
    -};
    -
    -SPE.Emitter.prototype._resetBufferRanges = function() {
    -    'use strict';
    -
    -    var ranges = this.bufferUpdateRanges,
    -        keys = this.bufferUpdateKeys,
    -        i = this.bufferUpdateCount - 1,
    -        key;
    -
    -    for ( i; i >= 0; --i ) {
    -        key = keys[ i ];
    -        ranges[ key ].min = Number.POSITIVE_INFINITY;
    -        ranges[ key ].max = Number.NEGATIVE_INFINITY;
    -    }
    -};
    -
    -SPE.Emitter.prototype._onRemove = function() {
    -    'use strict';
    - -
  • - - -
  • -
    - -
    - -
    -

    Reset any properties of the emitter that were set by -a group when it was added.

    - -
    - -
        this.particlesPerSecond = 0;
    -    this.attributeOffset = 0;
    -    this.activationIndex = 0;
    -    this.activeParticleCount = 0;
    -    this.group = null;
    -    this.attributes = null;
    -    this.paramsArray = null;
    -    this.age = 0.0;
    -};
    -
    -SPE.Emitter.prototype._decrementParticleCount = function() {
    -    'use strict';
    -    --this.activeParticleCount;
    - -
  • - - -
  • -
    - -
    - -
    -

    TODO:

    -
      -
    • Trigger event if count === 0.
    • -
    - -
    - -
    };
    -
    -SPE.Emitter.prototype._incrementParticleCount = function() {
    -    'use strict';
    -    ++this.activeParticleCount;
    - -
  • - - -
  • -
    - -
    - -
    -

    TODO:

    -
      -
    • Trigger event if count === this.particleCount.
    • -
    - -
    - -
    };
    -
    -SPE.Emitter.prototype._checkParticleAges = function( start, end, params, dt ) {
    -    'use strict';
    -    for ( var i = end - 1, index, maxAge, age, alive; i >= start; --i ) {
    -        index = i * 4;
    -
    -        alive = params[ index ];
    -
    -        if ( alive === 0.0 ) {
    -            continue;
    -        }
    - -
  • - - -
  • -
    - -
    - -
    -

    Increment age

    - -
    - -
            age = params[ index + 1 ];
    -        maxAge = params[ index + 2 ];
    -
    -        if ( this.direction === 1 ) {
    -            age += dt;
    -
    -            if ( age >= maxAge ) {
    -                age = 0.0;
    -                alive = 0.0;
    -                this._decrementParticleCount();
    -            }
    -        }
    -        else {
    -            age -= dt;
    -
    -            if ( age <= 0.0 ) {
    -                age = maxAge;
    -                alive = 0.0;
    -                this._decrementParticleCount();
    -            }
    -        }
    -
    -        params[ index ] = alive;
    -        params[ index + 1 ] = age;
    -
    -        this._updateAttributeUpdateRange( 'params', i );
    -    }
    -};
    -
    -SPE.Emitter.prototype._activateParticles = function( activationStart, activationEnd, params, dtPerParticle ) {
    -    'use strict';
    -    var direction = this.direction;
    -
    -    for ( var i = activationStart, index, dtValue; i < activationEnd; ++i ) {
    -        index = i * 4;
    - -
  • - - -
  • -
    - -
    - -
    -

    Don’t re-activate particles that aren’t dead yet. -if ( params[ index ] !== 0.0 && ( this.particleCount !== 1 || this.activeMultiplier !== 1 ) ) { - continue; -}

    - -
    - -
    -        if ( params[ index ] != 0.0 && this.particleCount !== 1 ) {
    -            continue;
    -        }
    - -
  • - - -
  • -
    - -
    - -
    -

    Increment the active particle count.

    - -
    - -
            this._incrementParticleCount();
    - -
  • - - -
  • -
    - -
    - -
    -

    Mark the particle as alive.

    - -
    - -
            params[ index ] = 1.0;
    - -
  • - - -
  • -
    - -
    - -
    -

    Reset the particle

    - -
    - -
            this._resetParticle( i );
    - -
  • - - -
  • -
    - -
    - -
    -

    Move each particle being activated to -it’s actual position in time.

    -

    This stops particles being ‘clumped’ together -when frame rates are on the lower side of 60fps -or not constant (a very real possibility!)

    - -
    - -
            dtValue = dtPerParticle * ( i - activationStart )
    -        params[ index + 1 ] = direction === -1 ? params[ index + 2 ] - dtValue : dtValue;
    -
    -        this._updateAttributeUpdateRange( 'params', i );
    -    }
    -};
    -
    -/**
    - * Simulates one frame's worth of particles, updating particles
    - * that are already alive, and marking ones that are currently dead
    - * but should be alive as alive.
    - *
    - * If the emitter is marked as static, then this function will do nothing.
    - *
    - * @param  {Number} dt The number of seconds to simulate (deltaTime)
    - */
    -SPE.Emitter.prototype.tick = function( dt ) {
    -    'use strict';
    -
    -    if ( this.isStatic ) {
    -        return;
    -    }
    -
    -    if ( this.paramsArray === null ) {
    -        this.paramsArray = this.attributes.params.typedArray.array;
    -    }
    -
    -    var start = this.attributeOffset,
    -        end = start + this.particleCount,
    -        params = this.paramsArray, // vec3( alive, age, maxAge, wiggle )
    -        ppsDt = this.particlesPerSecond * this.activeMultiplier * dt,
    -        activationIndex = this.activationIndex;
    - -
  • - - -
  • -
    - -
    - -
    -

    Reset the buffer update indices.

    - -
    - -
        this._resetBufferRanges();
    - -
  • - - -
  • -
    - -
    - -
    -

    Increment age for those particles that are alive, -and kill off any particles whose age is over the limit.

    - -
    - -
        this._checkParticleAges( start, end, params, dt );
    - -
  • - - -
  • -
    - -
    - -
    -

    If the emitter is dead, reset the age of the emitter to zero, -ready to go again if required

    - -
    - -
        if ( this.alive === false ) {
    -        this.age = 0.0;
    -        return;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    If the emitter has a specified lifetime and we’ve exceeded it, -mark the emitter as dead.

    - -
    - -
        if ( this.duration !== null && this.age > this.duration ) {
    -        this.alive = false;
    -        this.age = 0.0;
    -        return;
    -    }
    -
    -
    -    var activationStart = this.particleCount === 1 ? activationIndex : ( activationIndex | 0 ),
    -        activationEnd = Math.min( activationStart + ppsDt, this.activationEnd ),
    -        activationCount = activationEnd - this.activationIndex | 0,
    -        dtPerParticle = activationCount > 0 ? dt / activationCount : 0;
    -
    -    this._activateParticles( activationStart, activationEnd, params, dtPerParticle );
    - -
  • - - -
  • -
    - -
    - -
    -

    Move the activation window forward, soldier.

    - -
    - -
        this.activationIndex += ppsDt;
    -
    -    if ( this.activationIndex > end ) {
    -        this.activationIndex = start;
    -    }
    - -
  • - - -
  • -
    - -
    - -
    -

    Increment the age of the emitter.

    - -
    - -
        this.age += dt;
    -};
    -
    -/**
    - * Resets all the emitter's particles to their start positions
    - * and marks the particles as dead if the `force` argument is
    - * true.
    - *
    - * @param  {Boolean} [force=undefined] If true, all particles will be marked as dead instantly.
    - * @return {Emitter}       This emitter instance.
    - */
    -SPE.Emitter.prototype.reset = function( force ) {
    -    'use strict';
    -
    -    this.age = 0.0;
    -    this.alive = false;
    -
    -    if ( force === true ) {
    -        var start = this.attributeOffset,
    -            end = start + this.particleCount,
    -            array = this.paramsArray,
    -            attr = this.attributes.params.bufferAttribute;
    -
    -        for ( var i = end - 1, index; i >= start; --i ) {
    -            index = i * 4;
    -
    -            array[ index ] = 0.0;
    -            array[ index + 1 ] = 0.0;
    -        }
    -
    -        attr.updateRange.offset = 0;
    -        attr.updateRange.count = -1;
    -        attr.needsUpdate = true;
    -    }
    -
    -    return this;
    -};
    -
    -/**
    - * Enables the emitter. If not already enabled, the emitter
    - * will start emitting particles.
    - *
    - * @return {Emitter} This emitter instance.
    - */
    -SPE.Emitter.prototype.enable = function() {
    -    'use strict';
    -    this.alive = true;
    -    return this;
    -};
    -
    -/**
    - * Disables th emitter, but does not instantly remove it's
    - * particles fromt the scene. When called, the emitter will be
    - * 'switched off' and just stop emitting. Any particle's alive will
    - * be allowed to finish their lifecycle.
    - *
    - * @return {Emitter} This emitter instance.
    - */
    -SPE.Emitter.prototype.disable = function() {
    -    'use strict';
    -
    -    this.alive = false;
    -    return this;
    -};
    -
    -/**
    - * Remove this emitter from it's parent group (if it has been added to one).
    - * Delgates to SPE.group.prototype.removeEmitter().
    - *
    - * When called, all particle's belonging to this emitter will be instantly
    - * removed from the scene.
    - *
    - * @return {Emitter} This emitter instance.
    - *
    - * @see SPE.Group.prototype.removeEmitter
    - */
    -SPE.Emitter.prototype.remove = function() {
    -    'use strict';
    -    if ( this.group !== null ) {
    -        this.group.removeEmitter( this );
    -    }
    -    else {
    -        console.error( 'Emitter does not belong to a group, cannot remove.' );
    -    }
    -
    -    return this;
    -};
    - -
  • - -
-
- - diff --git a/docs/source/docco.css b/docs/source/docco.css index a2899ac..b60f6fa 100644 --- a/docs/source/docco.css +++ b/docs/source/docco.css @@ -21,11 +21,11 @@ } @font-face { - font-family: 'novecento-bold'; - src: url('public/fonts/novecento-bold.eot'); - src: url('public/fonts/novecento-bold.eot?#iefix') format('embedded-opentype'), - url('public/fonts/novecento-bold.woff') format('woff'), - url('public/fonts/novecento-bold.ttf') format('truetype'); + font-family: 'roboto-black'; + src: url('public/fonts/roboto-black.eot'); + src: url('public/fonts/roboto-black.eot?#iefix') format('embedded-opentype'), + url('public/fonts/roboto-black.woff') format('woff'), + url('public/fonts/roboto-black.ttf') format('truetype'); font-weight: normal; font-style: normal; } @@ -67,7 +67,7 @@ h1, h2, h3, h4, h5, h6 { color: #112233; line-height: 1em; font-weight: normal; - font-family: "novecento-bold"; + font-family: "roboto-black"; text-transform: uppercase; margin: 30px 0 15px 0; } @@ -75,6 +75,9 @@ h1, h2, h3, h4, h5, h6 { h1 { margin-top: 40px; } +h2 { + font-size: 1.26em; +} hr { border: 0; @@ -180,9 +183,18 @@ ul.sections > li > div { display: block; } +#jump_page_wrapper{ + position: fixed; + right: 0; + top: 0; + bottom: 0; +} + #jump_page { padding: 5px 0 3px; margin: 0 0 25px 25px; + max-height: 100%; + overflow: auto; } #jump_page .source { diff --git a/docs/source/public/fonts/novecento-bold.eot b/docs/source/public/fonts/novecento-bold.eot deleted file mode 100644 index 98a9a7f..0000000 Binary files a/docs/source/public/fonts/novecento-bold.eot and /dev/null differ diff --git a/docs/source/public/fonts/novecento-bold.ttf b/docs/source/public/fonts/novecento-bold.ttf deleted file mode 100644 index 2af39b0..0000000 Binary files a/docs/source/public/fonts/novecento-bold.ttf and /dev/null differ diff --git a/docs/source/public/fonts/novecento-bold.woff b/docs/source/public/fonts/novecento-bold.woff deleted file mode 100644 index de558b5..0000000 Binary files a/docs/source/public/fonts/novecento-bold.woff and /dev/null differ diff --git a/docs/source/public/fonts/roboto-black.eot b/docs/source/public/fonts/roboto-black.eot new file mode 100755 index 0000000..571ed49 Binary files /dev/null and b/docs/source/public/fonts/roboto-black.eot differ diff --git a/docs/source/public/fonts/roboto-black.ttf b/docs/source/public/fonts/roboto-black.ttf new file mode 100755 index 0000000..e0300b3 Binary files /dev/null and b/docs/source/public/fonts/roboto-black.ttf differ diff --git a/docs/source/public/fonts/roboto-black.woff b/docs/source/public/fonts/roboto-black.woff new file mode 100755 index 0000000..642e5b6 Binary files /dev/null and b/docs/source/public/fonts/roboto-black.woff differ diff --git a/docs/source/src/constants/distributions.html b/docs/source/src/constants/distributions.html new file mode 100644 index 0000000..95ee096 --- /dev/null +++ b/docs/source/src/constants/distributions.html @@ -0,0 +1,145 @@ + + + + + distributions.js + + + + + +
+
+ + + +
    + +
  • +
    +

    distributions.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    /**
    + * A map of supported distribution types used
    + * by SPE.Emitter instances.
    + *
    + * These distribution types can be applied to
    + * an emitter globally, which will affect the
    + * `position`, `velocity`, and `acceleration`
    + * value calculations for an emitter, or they
    + * can be applied on a per-property basis.
    + *
    + * @enum {Number}
    + */
    +export default {
    +
    +	/**
    +	 * Values will be distributed within a box.
    +	 * @type {Number}
    +	 */
    +	BOX: 1,
    +
    +	/**
    +	 * Values will be distributed on a sphere.
    +	 * @type {Number}
    +	 */
    +	SPHERE: 2,
    +
    +	/**
    +	 * Values will be distributed on a 2d-disc shape.
    +	 * @type {Number}
    +	 */
    +	DISC: 3,
    +
    +	/**
    +	 * Values will be distributed along a line.
    +	 * @type {Number}
    +	 */
    +	LINE: 4,
    +};
    + +
  • + +
+
+ + diff --git a/docs/source/src/constants/globals.html b/docs/source/src/constants/globals.html new file mode 100644 index 0000000..3699de2 --- /dev/null +++ b/docs/source/src/constants/globals.html @@ -0,0 +1,110 @@ + + + + + globals.js + + + + + + + + diff --git a/docs/source/src/constants/typeSizeMap.html b/docs/source/src/constants/typeSizeMap.html new file mode 100644 index 0000000..065dd87 --- /dev/null +++ b/docs/source/src/constants/typeSizeMap.html @@ -0,0 +1,155 @@ + + + + + typeSizeMap.js + + + + + +
+
+ + + +
    + +
  • +
    +

    typeSizeMap.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    /**
    + * A map of uniform types to their component size.
    + * @enum {Number}
    + */
    +export default {
    +
    +	/**
    +	 * Float
    +	 * @type {Number}
    +	 */
    +	f: 1,
    +
    +	/**
    +	 * Vec2
    +	 * @type {Number}
    +	 */
    +	v2: 2,
    +
    +	/**
    +	 * Vec3
    +	 * @type {Number}
    +	 */
    +	v3: 3,
    +
    +	/**
    +	 * Vec4
    +	 * @type {Number}
    +	 */
    +	v4: 4,
    +
    +	/**
    +	 * Color
    +	 * @type {Number}
    +	 */
    +	c: 3,
    +
    +	/**
    +	 * Mat3
    +	 * @type {Number}
    +	 */
    +	m3: 9,
    +
    +	/**
    +	 * Mat4
    +	 * @type {Number}
    +	 */
    +	m4: 16,
    +};
    + +
  • + +
+
+ + diff --git a/docs/source/src/constants/valueTypes.html b/docs/source/src/constants/valueTypes.html new file mode 100644 index 0000000..521aef5 --- /dev/null +++ b/docs/source/src/constants/valueTypes.html @@ -0,0 +1,133 @@ + + + + + valueTypes.js + + + + + +
+
+ + + +
    + +
  • +
    +

    valueTypes.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    export default {
    +
    +	/**
    +	 * Boolean type.
    +	 * @type {String}
    +	 */
    +	BOOLEAN: 'boolean',
    +
    +	/**
    +	 * String type.
    +	 * @type {String}
    +	 */
    +	STRING: 'string',
    +
    +	/**
    +	 * Number type.
    +	 * @type {String}
    +	 */
    +	NUMBER: 'number',
    +
    +	/**
    +	 * Object type.
    +	 * @type {String}
    +	 */
    +	OBJECT: 'object',
    +};
    + +
  • + +
+
+ + diff --git a/docs/source/src/core/Emitter.html b/docs/source/src/core/Emitter.html new file mode 100644 index 0000000..5d197d5 --- /dev/null +++ b/docs/source/src/core/Emitter.html @@ -0,0 +1,1500 @@ + + + + + Emitter.js + + + + + +
+
+ + + +
    + +
  • +
    +

    Emitter.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    import * as THREE from 'three';
    +import valueTypes from '@/constants/valueTypes';
    +import distributions from '@/constants/distributions';
    +import globals from '@/constants/globals';
    +import utils from './utils';
    +
    +const HAS_OWN = Object.prototype.hasOwnProperty;
    +
    +/**
    + * An SPE.Emitter instance.
    + * @typedef {Object} Emitter
    + * @see SPE.Emitter
    + */
    +
    +/**
    + * A map of options to configure an SPE.Emitter instance.
    + *
    + * @typedef {Object} EmitterOptions
    + *
    + * @property {distribution} [type=BOX] The default distribution this emitter should use to control
    + *                         its particle's spawn position and force behaviour.
    + *                         Must be an distributions.* value.
    + *
    + *
    + * @property {Number} [particleCount=100] The total number of particles this emitter will hold. NOTE: this is not the number
    + *                                  of particles emitted in a second, or anything like that. The number of particles
    + *                                  emitted per-second is calculated by particleCount / maxAge (approximately!)
    + *
    + * @property {Number|null} [duration=null] The duration in seconds that this emitter should live for. If not specified, the emitter
    + *                                         will emit particles indefinitely.
    + *                                         NOTE: When an emitter is older than a specified duration, the emitter is NOT removed from
    + *                                         it's group, but rather is just marked as dead, allowing it to be reanimated at a later time
    + *                                         using `SPE.Emitter.prototype.enable()`.
    + *
    + * @property {Boolean} [isStatic=false] Whether this emitter should be not be simulated (true).
    + * @property {Boolean} [activeMultiplier=1] A value between 0 and 1 describing what percentage of this emitter's particlesPerSecond should be
    + *                                          emitted, where 0 is 0%, and 1 is 100%.
    + *                                          For example, having an emitter with 100 particles, a maxAge of 2, yields a particlesPerSecond
    + *                                          value of 50. Setting `activeMultiplier` to 0.5, then, will only emit 25 particles per second (0.5 = 50%).
    + *                                          Values greater than 1 will emulate a burst of particles, causing the emitter to run out of particles
    + *                                          before it's next activation cycle.
    + *
    + * @property {Boolean} [direction=1] The direction of the emitter. If value is `1`, emitter will start at beginning of particle's lifecycle.
    + *                                   If value is `-1`, emitter will start at end of particle's lifecycle and work it's way backwards.
    + *
    + * @property {Object} [maxAge={}] An object describing the particle's maximum age in seconds.
    + * @property {Number} [maxAge.value=2] A number between 0 and 1 describing the amount of maxAge to apply to all particles.
    + * @property {Number} [maxAge.spread=0] A number describing the maxAge variance on a per-particle basis.
    + *
    + *
    + * @property {Object} [position={}] An object describing this emitter's position.
    + * @property {Object} [position.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base position.
    + * @property {Object} [position.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's position variance on a per-particle basis.
    + *                                                          Note that when using a SPHERE or DISC distribution, only the x-component
    + *                                                          of this vector is used.
    + *                                                          When using a LINE distribution, this value is the endpoint of the LINE.
    + * @property {Object} [position.spreadClamp=new THREE.Vector3()] A THREE.Vector3 instance describing the numeric multiples the particle's should
    + *                                                               be spread out over.
    + *                                                               Note that when using a SPHERE or DISC distribution, only the x-component
    + *                                                               of this vector is used.
    + *                                                               When using a LINE distribution, this property is ignored.
    + * @property {Number} [position.radius=10] This emitter's base radius.
    + * @property {Object} [position.radiusScale=new THREE.Vector3()] A THREE.Vector3 instance describing the radius's scale in all three axes. Allows a SPHERE or DISC to be squashed or stretched.
    + * @property {distribution} [position.distribution=value of the `type` option.] A specific distribution to use when radiusing particles. Overrides the `type` option.
    + * @property {Boolean} [position.randomise=false] When a particle is re-spawned, whether it's position should be re-randomised or not. Can incur a performance hit.
    + *
    + *
    + * @property {Object} [velocity={}] An object describing this particle velocity.
    + * @property {Object} [velocity.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base velocity.
    + * @property {Object} [velocity.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's velocity variance on a per-particle basis.
    + *                                                          Note that when using a SPHERE or DISC distribution, only the x-component
    + *                                                          of this vector is used.
    + * @property {distribution} [velocity.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's velocity. Overrides the `type` option.
    + * @property {Boolean} [velocity.randomise=false] When a particle is re-spawned, whether it's velocity should be re-randomised or not. Can incur a performance hit.
    + *
    + *
    + * @property {Object} [acceleration={}] An object describing this particle's acceleration.
    + * @property {Object} [acceleration.value=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's base acceleration.
    + * @property {Object} [acceleration.spread=new THREE.Vector3()] A THREE.Vector3 instance describing this emitter's acceleration variance on a per-particle basis.
    + *                           Note that when using a SPHERE or DISC distribution, only the x-component
    + *                           of this vector is used.
    + * @property {distribution} [acceleration.distribution=value of the `type` option.] A specific distribution to use when calculating a particle's acceleration. Overrides the `type` option.
    + * @property {Boolean} [acceleration.randomise=false] When a particle is re-spawned, whether it's acceleration should be re-randomised or not. Can incur a performance hit.
    + *
    + *
    + * @property {Object} [drag={}] An object describing this particle drag. Drag is applied to both velocity and acceleration values.
    + * @property {Number} [drag.value=0] A number between 0 and 1 describing the amount of drag to apply to all particles.
    + * @property {Number} [drag.spread=0] A number describing the drag variance on a per-particle basis.
    + * @property {Boolean} [drag.randomise=false] When a particle is re-spawned, whether it's drag should be re-randomised or not. Can incur a performance hit.
    + *
    + *
    + * @property {Object} [wiggle={}] This is quite a fun one! The values of this object will determine whether a particle will wiggle, or jiggle, or wave,
    + *                                or shimmy, or waggle, or... Well you get the idea. The wiggle is calculated over-time, meaning that a particle will
    + *                                start off with no wiggle, and end up wiggling about with the distance of the `value` specified by the time it dies.
    + *                                It's quite handy to simulate fire embers, or similar effects where the particle's position should slightly change over
    + *                                time, and such change isn't easily controlled by rotation, velocity, or acceleration. The wiggle is a combination of sin and cos calculations, so is circular in nature.
    + * @property {Number} [wiggle.value=0] A number describing the amount of wiggle to apply to all particles. It's measured in distance.
    + * @property {Number} [wiggle.spread=0] A number describing the wiggle variance on a per-particle basis.
    + *
    + *
    + * @property {Object} [rotation={}] An object describing this emitter's rotation. It can either be static, or set to rotate from 0radians to the value of `rotation.value`
    + *                                  over a particle's lifetime. Rotation values affect both a particle's position and the forces applied to it.
    + * @property {Object} [rotation.axis=new THREE.Vector3(0, 1, 0)] A THREE.Vector3 instance describing this emitter's axis of rotation.
    + * @property {Object} [rotation.axisSpread=new THREE.Vector3()] A THREE.Vector3 instance describing the amount of variance to apply to the axis of rotation on
    + *                                                              a per-particle basis.
    + * @property {Number} [rotation.angle=0] The angle of rotation, given in radians. If `rotation.static` is true, the emitter will start off rotated at this angle, and stay as such.
    + *                                       Otherwise, the particles will rotate from 0radians to this value over their lifetimes.
    + * @property {Number} [rotation.angleSpread=0] The amount of variance in each particle's rotation angle.
    + * @property {Boolean} [rotation.static=false] Whether the rotation should be static or not.
    + * @property {Object} [rotation.center=The value of `position.value`] A THREE.Vector3 instance describing the center point of rotation.
    + * @property {Boolean} [rotation.randomise=false] When a particle is re-spawned, whether it's rotation should be re-randomised or not. Can incur a performance hit.
    + *
    + *
    + * @property {Object} [color={}] An object describing a particle's color. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
    + *                               given to describe specific value changes over a particle's lifetime.
    + *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of THREE.Color instances are given, then the array will be interpolated to
    + *                               have a length matching the value of SPE.valueOverLifetimeLength.
    + * @property {Object} [color.value=new THREE.Color()] Either a single THREE.Color instance, or an array of THREE.Color instances to describe the color of a particle over it's lifetime.
    + * @property {Object} [color.spread=new THREE.Vector3()] Either a single THREE.Vector3 instance, or an array of THREE.Vector3 instances to describe the color variance of a particle over it's lifetime.
    + * @property {Boolean} [color.randomise=false] When a particle is re-spawned, whether it's color should be re-randomised or not. Can incur a performance hit.
    + *
    + *
    + * @property {Object} [opacity={}] An object describing a particle's opacity. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
    + *                               given to describe specific value changes over a particle's lifetime.
    + *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
    + *                               have a length matching the value of SPE.valueOverLifetimeLength.
    + * @property {Number} [opacity.value=1] Either a single number, or an array of numbers to describe the opacity of a particle over it's lifetime.
    + * @property {Number} [opacity.spread=0] Either a single number, or an array of numbers to describe the opacity variance of a particle over it's lifetime.
    + * @property {Boolean} [opacity.randomise=false] When a particle is re-spawned, whether it's opacity should be re-randomised or not. Can incur a performance hit.
    + *
    + *
    + * @property {Object} [size={}] An object describing a particle's size. This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
    + *                               given to describe specific value changes over a particle's lifetime.
    + *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
    + *                               have a length matching the value of SPE.valueOverLifetimeLength.
    + * @property {Number} [size.value=1] Either a single number, or an array of numbers to describe the size of a particle over it's lifetime.
    + * @property {Number} [size.spread=0] Either a single number, or an array of numbers to describe the size variance of a particle over it's lifetime.
    + * @property {Boolean} [size.randomise=false] When a particle is re-spawned, whether it's size should be re-randomised or not. Can incur a performance hit.
    + *
    + *
    + * @property {Object} [angle={}] An object describing a particle's angle. The angle is a 2d-rotation, measured in radians, applied to the particle's texture.
    + *                               NOTE: if a particle's texture is a sprite-sheet, this value IS IGNORED.
    + *                               This property is a "value-over-lifetime" property, meaning an array of values and spreads can be
    + *                               given to describe specific value changes over a particle's lifetime.
    + *                               Depending on the value of SPE.valueOverLifetimeLength, if arrays of numbers are given, then the array will be interpolated to
    + *                               have a length matching the value of SPE.valueOverLifetimeLength.
    + * @property {Number} [angle.value=0] Either a single number, or an array of numbers to describe the angle of a particle over it's lifetime.
    + * @property {Number} [angle.spread=0] Either a single number, or an array of numbers to describe the angle variance of a particle over it's lifetime.
    + * @property {Boolean} [angle.randomise=false] When a particle is re-spawned, whether it's angle should be re-randomised or not. Can incur a performance hit.
    + *
    + */
    +
    +/**
    + * The SPE.Emitter class.
    + *
    + * @constructor
    + *
    + * @param {EmitterOptions} options A map of options to configure the emitter.
    + */
    +export default class Emitter {
    +	constructor( opts ) {
    + +
  • + + +
  • +
    + +
    + +
    +

    Ensure we have a map of options to play with, +and that each option is in the correct format.

    + +
    + +
    		const options = utils.ensureTypedArg( opts, valueTypes.OBJECT, {} );
    +		options.position = utils.ensureTypedArg( options.position, valueTypes.OBJECT, {} );
    +		options.velocity = utils.ensureTypedArg( options.velocity, valueTypes.OBJECT, {} );
    +		options.acceleration = utils.ensureTypedArg( options.acceleration, valueTypes.OBJECT, {} );
    +		options.radius = utils.ensureTypedArg( options.radius, valueTypes.OBJECT, {} );
    +		options.drag = utils.ensureTypedArg( options.drag, valueTypes.OBJECT, {} );
    +		options.rotation = utils.ensureTypedArg( options.rotation, valueTypes.OBJECT, {} );
    +		options.color = utils.ensureTypedArg( options.color, valueTypes.OBJECT, {} );
    +		options.opacity = utils.ensureTypedArg( options.opacity, valueTypes.OBJECT, {} );
    +		options.size = utils.ensureTypedArg( options.size, valueTypes.OBJECT, {} );
    +		options.angle = utils.ensureTypedArg( options.angle, valueTypes.OBJECT, {} );
    +		options.wiggle = utils.ensureTypedArg( options.wiggle, valueTypes.OBJECT, {} );
    +		options.maxAge = utils.ensureTypedArg( options.maxAge, valueTypes.OBJECT, {} );
    +
    +		if ( options.onParticleSpawn ) {
    +			console.warn( 'onParticleSpawn has been removed. Please set properties directly to alter values at runtime.' );
    +		}
    +
    +		this.uuid = THREE.Math.generateUUID();
    +
    +		this.type = utils.ensureTypedArg( options.type, valueTypes.NUMBER, distributions.BOX );
    + +
  • + + +
  • +
    + +
    + +
    +

    Start assigning properties…kicking it off with props that DON’T support values over +lifetimes.

    +

    Btw, values over lifetimes are just the new way of referring to *Start, *Middle, and *End.

    + +
    + +
    		this.position = {
    +			_value: utils.ensureInstanceOf( options.position.value, THREE.Vector3, new THREE.Vector3() ),
    +			_spread: utils.ensureInstanceOf( options.position.spread, THREE.Vector3, new THREE.Vector3() ),
    +			_spreadClamp: utils.ensureInstanceOf( options.position.spreadClamp, THREE.Vector3, new THREE.Vector3() ),
    +			_distribution: utils.ensureTypedArg( options.position.distribution, valueTypes.NUMBER, this.type ),
    +			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
    +			_radius: utils.ensureTypedArg( options.position.radius, valueTypes.NUMBER, 10 ),
    +			_radiusScale: utils.ensureInstanceOf( options.position.radiusScale, THREE.Vector3, new THREE.Vector3( 1, 1, 1 ) ),
    +			_distributionClamp: utils.ensureTypedArg( options.position.distributionClamp, valueTypes.NUMBER, 0 ),
    +		};
    +
    +		this.velocity = {
    +			_value: utils.ensureInstanceOf( options.velocity.value, THREE.Vector3, new THREE.Vector3() ),
    +			_spread: utils.ensureInstanceOf( options.velocity.spread, THREE.Vector3, new THREE.Vector3() ),
    +			_distribution: utils.ensureTypedArg( options.velocity.distribution, valueTypes.NUMBER, this.type ),
    +			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
    +		};
    +
    +		this.acceleration = {
    +			_value: utils.ensureInstanceOf( options.acceleration.value, THREE.Vector3, new THREE.Vector3() ),
    +			_spread: utils.ensureInstanceOf( options.acceleration.spread, THREE.Vector3, new THREE.Vector3() ),
    +			_distribution: utils.ensureTypedArg( options.acceleration.distribution, valueTypes.NUMBER, this.type ),
    +			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
    +		};
    +
    +		this.drag = {
    +			_value: utils.ensureTypedArg( options.drag.value, valueTypes.NUMBER, 0 ),
    +			_spread: utils.ensureTypedArg( options.drag.spread, valueTypes.NUMBER, 0 ),
    +			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
    +		};
    +
    +		this.wiggle = {
    +			_value: utils.ensureTypedArg( options.wiggle.value, valueTypes.NUMBER, 0 ),
    +			_spread: utils.ensureTypedArg( options.wiggle.spread, valueTypes.NUMBER, 0 ),
    +		};
    +
    +		this.rotation = {
    +			_axis: utils.ensureInstanceOf( options.rotation.axis, THREE.Vector3, new THREE.Vector3( 0.0, 1.0, 0.0 ) ),
    +			_axisSpread: utils.ensureInstanceOf( options.rotation.axisSpread, THREE.Vector3, new THREE.Vector3() ),
    +			_angle: utils.ensureTypedArg( options.rotation.angle, valueTypes.NUMBER, 0 ),
    +			_angleSpread: utils.ensureTypedArg( options.rotation.angleSpread, valueTypes.NUMBER, 0 ),
    +			_static: utils.ensureTypedArg( options.rotation.static, valueTypes.BOOLEAN, false ),
    +			_center: utils.ensureInstanceOf( options.rotation.center, THREE.Vector3, this.position._value.clone() ),
    +			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
    +		};
    +
    +
    +		this.maxAge = {
    +			_value: utils.ensureTypedArg( options.maxAge.value, valueTypes.NUMBER, 2 ),
    +			_spread: utils.ensureTypedArg( options.maxAge.spread, valueTypes.NUMBER, 0 ),
    +		};
    + +
  • + + +
  • +
    + +
    + +
    +

    The following properties can support either single values, or an array of values that change +the property over a particle’s lifetime (value over lifetime).

    + +
    + +
    		this.color = {
    +			_value: utils.ensureArrayInstanceOf( options.color.value, THREE.Color, new THREE.Color() ),
    +			_spread: utils.ensureArrayInstanceOf( options.color.spread, THREE.Vector3, new THREE.Vector3() ),
    +			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
    +		};
    +
    +		this.opacity = {
    +			_value: utils.ensureArrayTypedArg( options.opacity.value, valueTypes.NUMBER, 1 ),
    +			_spread: utils.ensureArrayTypedArg( options.opacity.spread, valueTypes.NUMBER, 0 ),
    +			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
    +		};
    +
    +		this.size = {
    +			_value: utils.ensureArrayTypedArg( options.size.value, valueTypes.NUMBER, 1 ),
    +			_spread: utils.ensureArrayTypedArg( options.size.spread, valueTypes.NUMBER, 0 ),
    +			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
    +		};
    +
    +		this.angle = {
    +			_value: utils.ensureArrayTypedArg( options.angle.value, valueTypes.NUMBER, 0 ),
    +			_spread: utils.ensureArrayTypedArg( options.angle.spread, valueTypes.NUMBER, 0 ),
    +			_randomise: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ),
    +		};
    + +
  • + + +
  • +
    + +
    + +
    +

    Assign renaining option values.

    + +
    + +
    		this.particleCount = utils.ensureTypedArg( options.particleCount, valueTypes.NUMBER, 100 );
    +		this.duration = utils.ensureTypedArg( options.duration, valueTypes.NUMBER, null );
    +		this.isStatic = utils.ensureTypedArg( options.isStatic, valueTypes.BOOLEAN, false );
    +		this.activeMultiplier = utils.ensureTypedArg( options.activeMultiplier, valueTypes.NUMBER, 1 );
    +		this.direction = utils.ensureTypedArg( options.direction, valueTypes.NUMBER, 1 );
    + +
  • + + +
  • +
    + +
    + +
    +

    Whether this emitter is alive or not.

    + +
    + +
    		this.alive = utils.ensureTypedArg( options.alive, valueTypes.BOOLEAN, true );
    + +
  • + + +
  • +
    + +
    + +
    +

    The following properties are set internally and are not +user-controllable.

    + +
    + +
    		this.particlesPerSecond = 0;
    + +
  • + + +
  • +
    + +
    + +
    +

    The current particle index for which particles should +be marked as active on the next update cycle.

    + +
    + +
    		this.activationIndex = 0;
    + +
  • + + +
  • +
    + +
    + +
    +

    The offset in the typed arrays this emitter’s +particle’s values will start at

    + +
    + +
    		this.attributeOffset = 0;
    + +
  • + + +
  • +
    + +
    + +
    +

    The end of the range in the attribute buffers

    + +
    + +
    		this.attributeEnd = 0;
    + +
  • + + +
  • +
    + +
    + +
    +

    Holds the time the emitter has been alive for.

    + +
    + +
    		this.age = 0.0;
    + +
  • + + +
  • +
    + +
    + +
    +

    Holds the number of currently-alive particles

    + +
    + +
    		this.activeParticleCount = 0.0;
    + +
  • + + +
  • +
    + +
    + +
    +

    Holds a reference to this emitter’s group once +it’s added to one.

    + +
    + +
    		this.group = null;
    + +
  • + + +
  • +
    + +
    + +
    +

    Holds a reference to this emitter’s group’s attributes object +for easier access.

    + +
    + +
    		this.attributes = null;
    + +
  • + + +
  • +
    + +
    + +
    +

    Holds a reference to the params attribute’s typed array +for quicker access.

    + +
    + +
    		this.paramsArray = null;
    + +
  • + + +
  • +
    + +
    + +
    +

    A set of flags to determine whether particular properties +should be re-randomised when a particle is reset.

    +

    If a randomise property is given, this is preferred. +Otherwise, it looks at whether a spread value has been +given.

    +

    It allows randomization to be turned off as desired. If +all randomization is turned off, then I’d expect a performance +boost as no attribute buffers (excluding the params) +would have to be re-passed to the GPU each frame (since nothing +except the params attribute would have changed).

    + +
    + +
    		this.resetFlags = {
    + +
  • + + +
  • +
    + +
    + +
    +

    params: utils.ensureTypedArg( options.maxAge.randomise, valueTypes.BOOLEAN, !!options.maxAge.spread ) || + utils.ensureTypedArg( options.wiggle.randomise, valueTypes.BOOLEAN, !!options.wiggle.spread ),

    + +
    + +
    			position: utils.ensureTypedArg( options.position.randomise, valueTypes.BOOLEAN, false ) ||
    +				utils.ensureTypedArg( options.radius.randomise, valueTypes.BOOLEAN, false ),
    +			velocity: utils.ensureTypedArg( options.velocity.randomise, valueTypes.BOOLEAN, false ),
    +			acceleration: utils.ensureTypedArg( options.acceleration.randomise, valueTypes.BOOLEAN, false ) ||
    +				utils.ensureTypedArg( options.drag.randomise, valueTypes.BOOLEAN, false ),
    +			rotation: utils.ensureTypedArg( options.rotation.randomise, valueTypes.BOOLEAN, false ),
    +			rotationCenter: utils.ensureTypedArg( options.rotation.randomise, valueTypes.BOOLEAN, false ),
    +			size: utils.ensureTypedArg( options.size.randomise, valueTypes.BOOLEAN, false ),
    +			color: utils.ensureTypedArg( options.color.randomise, valueTypes.BOOLEAN, false ),
    +			opacity: utils.ensureTypedArg( options.opacity.randomise, valueTypes.BOOLEAN, false ),
    +			angle: utils.ensureTypedArg( options.angle.randomise, valueTypes.BOOLEAN, false ),
    +		};
    +
    +		this.updateFlags = {};
    +		this.updateCounts = {};
    + +
  • + + +
  • +
    + +
    + +
    +

    A map to indicate which emitter parameters should update +which attribute.

    + +
    + +
    		this.updateMap = {
    +			maxAge: 'params',
    +			position: 'position',
    +			velocity: 'velocity',
    +			acceleration: 'acceleration',
    +			drag: 'acceleration',
    +			wiggle: 'params',
    +			rotation: 'rotation',
    +			size: 'size',
    +			color: 'color',
    +			opacity: 'opacity',
    +			angle: 'angle',
    +		};
    +
    +		for ( const i in this.updateMap ) {
    +			if ( HAS_OWN.call( this.updateMap, i ) ) {
    +				this.updateCounts[ this.updateMap[ i ] ] = 0.0;
    +				this.updateFlags[ this.updateMap[ i ] ] = false;
    +				this._createGetterSetters( this[ i ], i );
    +			}
    +		}
    +
    +		this.bufferUpdateRanges = {};
    +		this.attributeKeys = null;
    +		this.attributeCount = 0;
    + +
  • + + +
  • +
    + +
    + +
    +

    Ensure that the value-over-lifetime property objects above +have value and spread properties that are of the same length.

    +

    Also, for now, make sure they have a length of 3 (min/max arguments here).

    + +
    + +
    		utils.ensureValueOverLifetimeCompliance( this.color, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );
    +		utils.ensureValueOverLifetimeCompliance( this.opacity, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );
    +		utils.ensureValueOverLifetimeCompliance( this.size, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );
    +		utils.ensureValueOverLifetimeCompliance( this.angle, globals.valueOverLifetimeLength, globals.valueOverLifetimeLength );
    +	}
    +
    +	_createGetterSetters( propObj, propName ) {
    +		const self = this;
    +
    +		for ( const i in propObj ) {
    +			if ( HAS_OWN.call( propObj, i ) ) {
    +
    +				const name = i.replace( '_', '' );
    +
    +				Object.defineProperty( propObj, name, {
    +					get: ( function( prop ) {
    +						return function() {
    +							return this[ prop ];
    +						};
    +					}( i ) ),
    +
    +					set: ( function( prop ) {
    +						return function( value ) {
    +							const mapName = self.updateMap[ propName ],
    +								prevValue = this[ prop ],
    +								length = globals.valueOverLifetimeLength;
    +
    +							if ( prop === '_rotationCenter' ) {
    +								self.updateFlags.rotationCenter = true;
    +								self.updateCounts.rotationCenter = 0.0;
    +							}
    +							else if ( prop === '_randomise' ) {
    +								self.resetFlags[ mapName ] = value;
    +							}
    +							else {
    +								self.updateFlags[ mapName ] = true;
    +								self.updateCounts[ mapName ] = 0.0;
    +							}
    +
    +							self.group._updateDefines();
    +
    +							this[ prop ] = value;
    + +
  • + + +
  • +
    + +
    + +
    +

    If the previous value was an array, then make +sure the provided value is interpolated correctly.

    + +
    + +
    							if ( Array.isArray( prevValue ) ) {
    +								utils.ensureValueOverLifetimeCompliance( self[ propName ], length, length );
    +							}
    +						};
    +					}( i ) ),
    +				} );
    +			}
    +		}
    +	}
    +
    +	_setBufferUpdateRanges( keys ) {
    +		this.attributeKeys = keys;
    +		this.attributeCount = keys.length;
    +
    +		for ( let i = this.attributeCount - 1; i >= 0; --i ) {
    +			this.bufferUpdateRanges[ keys[ i ] ] = {
    +				min: Number.POSITIVE_INFINITY,
    +				max: Number.NEGATIVE_INFINITY,
    +			};
    +		}
    +	}
    +
    +	_calculatePPSValue( groupMaxAge ) {
    +		const particleCount = this.particleCount;
    + +
  • + + +
  • +
    + +
    + +
    +

    Calculate the particlesPerSecond value for this emitter. It’s used +when determining which particles should die and which should live to +see another day. Or be born, for that matter. The “God” property.

    + +
    + +
    		if ( this.duration ) {
    +			this.particlesPerSecond = particleCount / ( groupMaxAge < this.duration ? groupMaxAge : this.duration );
    +		}
    +		else {
    +			this.particlesPerSecond = particleCount / groupMaxAge;
    +		}
    +	}
    +
    +	_setAttributeOffset( startIndex ) {
    +		this.attributeOffset = startIndex;
    +		this.activationIndex = startIndex;
    +		this.activationEnd = startIndex + this.particleCount;
    +	}
    +
    +
    +	_assignValue( prop, index ) {
    +		switch ( prop ) {
    +			case 'position':
    +				this._assignPositionValue( index );
    +				break;
    +
    +			case 'velocity':
    +			case 'acceleration':
    +				this._assignForceValue( index, prop );
    +				break;
    +
    +			case 'size':
    +			case 'opacity':
    +				this._assignAbsLifetimeValue( index, prop );
    +				break;
    +
    +			case 'angle':
    +				this._assignAngleValue( index );
    +				break;
    +
    +			case 'params':
    +				this._assignParamsValue( index );
    +				break;
    +
    +			case 'rotation':
    +				this._assignRotationValue( index );
    +				break;
    +
    +			case 'color':
    +				this._assignColorValue( index );
    +				break;
    +		}
    +	}
    +
    +	_assignPositionValue( index ) {
    +		const prop = this.position,
    +			attr = this.attributes.position,
    +			value = prop._value,
    +			spread = prop._spread,
    +			distribution = prop._distribution;
    +
    +		switch ( distribution ) {
    +			case distributions.BOX:
    +				utils.randomVector3( attr, index, value, spread, prop._spreadClamp );
    +				break;
    +
    +			case distributions.SPHERE:
    +				utils.randomVector3OnSphere( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x, prop._distributionClamp || this.particleCount );
    +				break;
    +
    +			case distributions.DISC:
    +				utils.randomVector3OnDisc( attr, index, value, prop._radius, prop._spread.x, prop._radiusScale, prop._spreadClamp.x );
    +				break;
    +
    +			case distributions.LINE:
    +				utils.randomVector3OnLine( attr, index, value, spread );
    +				break;
    +		}
    +	}
    +
    +	_assignForceValue( index, attrName ) {
    +		const prop = this[ attrName ],
    +			value = prop._value,
    +			spread = prop._spread,
    +			distribution = prop._distribution;
    +		let pos,
    +			positionX,
    +			positionY,
    +			positionZ,
    +			i;
    +
    +		switch ( distribution ) {
    +			case distributions.BOX:
    +				utils.randomVector3( this.attributes[ attrName ], index, value, spread );
    +				break;
    +
    +			case distributions.SPHERE:
    +				pos = this.attributes.position.typedArray.array;
    +				i = index * 3;
    + +
  • + + +
  • +
    + +
    + +
    +

    Ensure position values aren’t zero, otherwise no force will be +applied. +positionX = utils.zeroToEpsilon( pos[ i ], true ); +positionY = utils.zeroToEpsilon( pos[ i + 1 ], true ); +positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );

    + +
    + +
    				positionX = pos[ i ];
    +				positionY = pos[ i + 1 ];
    +				positionZ = pos[ i + 2 ];
    +
    +				utils.randomDirectionVector3OnSphere(
    +					this.attributes[ attrName ], index,
    +					positionX, positionY, positionZ,
    +					this.position._value,
    +					prop._value.x,
    +					prop._spread.x
    +				);
    +				break;
    +
    +			case distributions.DISC:
    +				pos = this.attributes.position.typedArray.array;
    +				i = index * 3;
    + +
  • + + +
  • +
    + +
    + +
    +

    Ensure position values aren’t zero, otherwise no force will be +applied. +positionX = utils.zeroToEpsilon( pos[ i ], true ); +positionY = utils.zeroToEpsilon( pos[ i + 1 ], true ); +positionZ = utils.zeroToEpsilon( pos[ i + 2 ], true );

    + +
    + +
    				positionX = pos[ i ];
    +				positionY = pos[ i + 1 ];
    +				positionZ = pos[ i + 2 ];
    +
    +				utils.randomDirectionVector3OnDisc(
    +					this.attributes[ attrName ], index,
    +					positionX, positionY, positionZ,
    +					this.position._value,
    +					prop._value.x,
    +					prop._spread.x
    +				);
    +				break;
    +
    +			case distributions.LINE:
    +				utils.randomVector3OnLine( this.attributes[ attrName ], index, value, spread );
    +				break;
    +		}
    +
    +		if ( attrName === 'acceleration' ) {
    +			const drag = utils.clamp( utils.randomFloat( this.drag._value, this.drag._spread ), 0, 1 );
    +			this.attributes.acceleration.typedArray.array[ index * 4 + 3 ] = drag;
    +		}
    +	}
    +
    +	_assignAbsLifetimeValue( index, propName ) {
    +		const array = this.attributes[ propName ].typedArray,
    +			prop = this[ propName ];
    +
    +		if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
    +			const value = Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) );
    +			array.setVec4Components( index, value, value, value, value );
    +		}
    +		else {
    +			array.setVec4Components( index,
    +				Math.abs( utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ) ),
    +				Math.abs( utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ) ),
    +				Math.abs( utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ) ),
    +				Math.abs( utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] ) )
    +			);
    +		}
    +	}
    +
    +	_assignAngleValue( index ) {
    +		const array = this.attributes.angle.typedArray,
    +			prop = this.angle;
    +
    +		if ( utils.arrayValuesAreEqual( prop._value ) && utils.arrayValuesAreEqual( prop._spread ) ) {
    +			const value = utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] );
    +			array.setVec4Components( index, value, value, value, value );
    +		}
    +		else {
    +			array.setVec4Components( index,
    +				utils.randomFloat( prop._value[ 0 ], prop._spread[ 0 ] ),
    +				utils.randomFloat( prop._value[ 1 ], prop._spread[ 1 ] ),
    +				utils.randomFloat( prop._value[ 2 ], prop._spread[ 2 ] ),
    +				utils.randomFloat( prop._value[ 3 ], prop._spread[ 3 ] )
    +			);
    +		}
    +	}
    +
    +	_assignParamsValue( index ) {
    +		this.attributes.params.typedArray.setVec4Components( index,
    +			this.isStatic ? 1 : 0,
    +			0.0,
    +			Math.abs( utils.randomFloat( this.maxAge._value, this.maxAge._spread ) ),
    +			utils.randomFloat( this.wiggle._value, this.wiggle._spread )
    +		);
    +	}
    +
    +	_assignRotationValue( index ) {
    +		this.attributes.rotation.typedArray.setVec3Components( index,
    +			utils.getPackedRotationAxis( this.rotation._axis, this.rotation._axisSpread ),
    +			utils.randomFloat( this.rotation._angle, this.rotation._angleSpread ),
    +			this.rotation._static ? 0 : 1
    +		);
    +
    +		this.attributes.rotationCenter.typedArray.setVec3( index, this.rotation._center );
    +	}
    +
    +	_assignColorValue( index ) {
    +		utils.randomColorAsHex( this.attributes.color, index, this.color._value, this.color._spread );
    +	}
    +
    +	_resetParticle( index ) {
    +		const resetFlags = this.resetFlags,
    +			updateFlags = this.updateFlags,
    +			updateCounts = this.updateCounts,
    +			keys = this.attributeKeys;
    +		let key,
    +			updateFlag;
    +
    +		for ( let i = this.attributeCount - 1; i >= 0; --i ) {
    +			key = keys[ i ];
    +			updateFlag = updateFlags[ key ];
    +
    +			if ( resetFlags[ key ] === true || updateFlag === true ) {
    +				this._assignValue( key, index );
    +				this._updateAttributeUpdateRange( key, index );
    +
    +				if ( updateFlag === true && updateCounts[ key ] === this.particleCount ) {
    +					updateFlags[ key ] = false;
    +					updateCounts[ key ] = 0.0;
    +				}
    +				else if ( updateFlag == true ) {
    +					++updateCounts[ key ];
    +				}
    +			}
    +		}
    +	}
    +
    +	_updateAttributeUpdateRange( attr, i ) {
    +		var ranges = this.bufferUpdateRanges[ attr ];
    +
    +		ranges.min = Math.min( i, ranges.min );
    +		ranges.max = Math.max( i, ranges.max );
    +	}
    +
    +	_resetBufferRanges() {
    +		const ranges = this.bufferUpdateRanges,
    +			keys = this.bufferUpdateKeys;
    +		let i = this.bufferUpdateCount - 1,
    +			key;
    +
    +		for ( i; i >= 0; --i ) {
    +			key = keys[ i ];
    +			ranges[ key ].min = Number.POSITIVE_INFINITY;
    +			ranges[ key ].max = Number.NEGATIVE_INFINITY;
    +		}
    +	}
    +
    +	_onRemove() {
    + +
  • + + +
  • +
    + +
    + +
    +

    Reset any properties of the emitter that were set by +a group when it was added.

    + +
    + +
    		this.particlesPerSecond = 0;
    +		this.attributeOffset = 0;
    +		this.activationIndex = 0;
    +		this.activeParticleCount = 0;
    +		this.group = null;
    +		this.attributes = null;
    +		this.paramsArray = null;
    +		this.age = 0.0;
    +	}
    +
    +	_decrementParticleCount() {
    +		--this.activeParticleCount;
    + +
  • + + +
  • +
    + +
    + +
    +

    TODO:

    +
      +
    • Trigger event if count === 0.
    • +
    + +
    + +
    	}
    +
    +	_incrementParticleCount() {
    +		'use strict';
    +		++this.activeParticleCount;
    + +
  • + + +
  • +
    + +
    + +
    +

    TODO:

    +
      +
    • Trigger event if count === this.particleCount.
    • +
    + +
    + +
    	}
    +
    +	_checkParticleAges( start, end, params, dt ) {
    +		for ( let i = end - 1, index, maxAge, age, alive; i >= start; --i ) {
    +			index = i * 4;
    +
    +			alive = params[ index ];
    +
    +			if ( alive === 0.0 ) {
    +				continue;
    +			}
    + +
  • + + +
  • +
    + +
    + +
    +

    Increment age

    + +
    + +
    			age = params[ index + 1 ];
    +			maxAge = params[ index + 2 ];
    +
    +			if ( this.direction === 1 ) {
    +				age += dt;
    +
    +				if ( age >= maxAge ) {
    +					age = 0.0;
    +					alive = 0.0;
    +					this._decrementParticleCount();
    +				}
    +			}
    +			else {
    +				age -= dt;
    +
    +				if ( age <= 0.0 ) {
    +					age = maxAge;
    +					alive = 0.0;
    +					this._decrementParticleCount();
    +				}
    +			}
    +
    +			params[ index ] = alive;
    +			params[ index + 1 ] = age;
    +
    +			this._updateAttributeUpdateRange( 'params', i );
    +		}
    +	}
    +
    +	_activateParticles( activationStart, activationEnd, params, dtPerParticle ) {
    +		const direction = this.direction;
    +
    +		for ( let i = activationStart, index, dtValue; i < activationEnd; ++i ) {
    +			index = i * 4;
    + +
  • + + +
  • +
    + +
    + +
    +

    Don’t re-activate particles that aren’t dead yet. +if ( params[ index ] !== 0.0 && ( this.particleCount !== 1 || this.activeMultiplier !== 1 ) ) { + continue; +}

    + +
    + +
    +			if ( params[ index ] != 0.0 && this.particleCount !== 1 ) {
    +				continue;
    +			}
    + +
  • + + +
  • +
    + +
    + +
    +

    Increment the active particle count.

    + +
    + +
    			this._incrementParticleCount();
    + +
  • + + +
  • +
    + +
    + +
    +

    Mark the particle as alive.

    + +
    + +
    			params[ index ] = 1.0;
    + +
  • + + +
  • +
    + +
    + +
    +

    Reset the particle

    + +
    + +
    			this._resetParticle( i );
    + +
  • + + +
  • +
    + +
    + +
    +

    Move each particle being activated to +it’s actual position in time.

    +

    This stops particles being ‘clumped’ together +when frame rates are on the lower side of 60fps +or not constant (a very real possibility!)

    + +
    + +
    			dtValue = dtPerParticle * ( i - activationStart );
    +			params[ index + 1 ] = direction === -1 ? params[ index + 2 ] - dtValue : dtValue;
    +
    +			this._updateAttributeUpdateRange( 'params', i );
    +		}
    +	}
    +
    +	/**
    +	 * Simulates one frame's worth of particles, updating particles
    +	 * that are already alive, and marking ones that are currently dead
    +	 * but should be alive as alive.
    +	 *
    +	 * If the emitter is marked as static, then this function will do nothing.
    +	 *
    +	 * @param  {Number} dt The number of seconds to simulate (deltaTime)
    +	 */
    +	tick( dt ) {
    +		if ( this.isStatic ) {
    +			return;
    +		}
    +
    +		if ( this.paramsArray === null ) {
    +			this.paramsArray = this.attributes.params.typedArray.array;
    +		}
    +
    +		const start = this.attributeOffset,
    +			end = start + this.particleCount,
    +			params = this.paramsArray, // vec3( alive, age, maxAge, wiggle )
    +			ppsDt = this.particlesPerSecond * this.activeMultiplier * dt,
    +			activationIndex = this.activationIndex;
    + +
  • + + +
  • +
    + +
    + +
    +

    Reset the buffer update indices.

    + +
    + +
    		this._resetBufferRanges();
    + +
  • + + +
  • +
    + +
    + +
    +

    Increment age for those particles that are alive, +and kill off any particles whose age is over the limit.

    + +
    + +
    		this._checkParticleAges( start, end, params, dt );
    + +
  • + + +
  • +
    + +
    + +
    +

    If the emitter is dead, reset the age of the emitter to zero, +ready to go again if required

    + +
    + +
    		if ( this.alive === false ) {
    +			this.age = 0.0;
    +			return;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    If the emitter has a specified lifetime and we’ve exceeded it, +mark the emitter as dead.

    + +
    + +
    		if ( this.duration !== null && this.age > this.duration ) {
    +			this.alive = false;
    +			this.age = 0.0;
    +			return;
    +		}
    +
    +
    +		const activationStart = this.particleCount === 1 ? activationIndex : ( activationIndex | 0 ),
    +			activationEnd = Math.min( activationStart + ppsDt, this.activationEnd ),
    +			activationCount = activationEnd - this.activationIndex | 0,
    +			dtPerParticle = activationCount > 0 ? dt / activationCount : 0;
    +
    +		this._activateParticles( activationStart, activationEnd, params, dtPerParticle );
    + +
  • + + +
  • +
    + +
    + +
    +

    Move the activation window forward, soldier.

    + +
    + +
    		this.activationIndex += ppsDt;
    +
    +		if ( this.activationIndex > end ) {
    +			this.activationIndex = start;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Increment the age of the emitter.

    + +
    + +
    		this.age += dt;
    +	}
    +
    +	/**
    +	 * Resets all the emitter's particles to their start positions
    +	 * and marks the particles as dead if the `force` argument is
    +	 * true.
    +	 *
    +	 * @param  {Boolean} [force=undefined] If true, all particles will be marked as dead instantly.
    +	 * @return {Emitter}       This emitter instance.
    +	 */
    +	reset( force ) {
    +		this.age = 0.0;
    +		this.alive = false;
    +
    +		if ( force === true ) {
    +			const start = this.attributeOffset,
    +				end = start + this.particleCount,
    +				array = this.paramsArray,
    +				attr = this.attributes.params.bufferAttribute;
    +
    +			for ( let i = end - 1, index; i >= start; --i ) {
    +				index = i * 4;
    +
    +				array[ index ] = 0.0;
    +				array[ index + 1 ] = 0.0;
    +			}
    +
    +			attr.updateRange.offset = 0;
    +			attr.updateRange.count = -1;
    +			attr.needsUpdate = true;
    +		}
    +
    +		return this;
    +	}
    +
    +	/**
    +	 * Enables the emitter. If not already enabled, the emitter
    +	 * will start emitting particles.
    +	 *
    +	 * @return {Emitter} This emitter instance.
    +	 */
    +	enable() {
    +		this.alive = true;
    +		return this;
    +	}
    +
    +	/**
    +	 * Disables th emitter, but does not instantly remove it's
    +	 * particles fromt the scene. When called, the emitter will be
    +	 * 'switched off' and just stop emitting. Any particle's alive will
    +	 * be allowed to finish their lifecycle.
    +	 *
    +	 * @return {Emitter} This emitter instance.
    +	 */
    +	disable() {
    +		this.alive = false;
    +		return this;
    +	}
    +
    +	/**
    +	 * Remove this emitter from it's parent group (if it has been added to one).
    +	 * Delgates to Group.prototype.removeEmitter().
    +	 *
    +	 * When called, all particle's belonging to this emitter will be instantly
    +	 * removed from the scene.
    +	 *
    +	 * @return {Emitter} This emitter instance.
    +	 *
    +	 * @see Group.prototype.removeEmitter
    +	 */
    +	remove() {
    +		if ( this.group !== null ) {
    +			this.group.removeEmitter( this );
    +		}
    +		else {
    +			console.error( 'Emitter does not belong to a group, cannot remove.' );
    +		}
    +
    +		return this;
    +	}
    +}
    + +
  • + +
+
+ + diff --git a/docs/source/src/core/Group.html b/docs/source/src/core/Group.html new file mode 100644 index 0000000..6ddc3f4 --- /dev/null +++ b/docs/source/src/core/Group.html @@ -0,0 +1,1485 @@ + + + + + Group.js + + + + + +
+
+ + + +
    + +
  • +
    +

    Group.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    import * as THREE from 'three';
    +import valueTypes from '@/constants/valueTypes';
    +import globals from '@/constants/globals';
    +import utils from './utils';
    +import ShaderAttribute from '@/helpers/ShaderAttribute';
    +import shaders from '@/shaders/shaders';
    +import Emitter from './Emitter';
    +
    +const HAS_OWN = Object.prototype.hasOwnProperty;
    +
    +/**
    + * An SPE.Group instance.
    + * @typedef {Object} Group
    + * @see SPE.Group
    + */
    +
    +/**
    + * A map of options to configure an SPE.Group instance.
    + * @typedef {Object} GroupOptions
    + *
    + * @property {Object} texture An object describing the texture used by the group.
    + *
    + * @property {Object} texture.value An instance of THREE.Texture.
    + *
    + * @property {Object=} texture.frames A THREE.Vector2 instance describing the number
    + *                                    of frames on the x- and y-axis of the given texture.
    + *                                    If not provided, the texture will NOT be treated as
    + *                                    a sprite-sheet and as such will NOT be animated.
    + *
    + * @property {Number} [texture.frameCount=texture.frames.x * texture.frames.y] The total number of frames in the sprite-sheet.
    + *                                                                   Allows for sprite-sheets that don't fill the entire
    + *                                                                   texture.
    + *
    + * @property {Number} texture.loop The number of loops through the sprite-sheet that should
    + *                                 be performed over the course of a single particle's lifetime.
    + *
    + * @property {Number} fixedTimeStep If no `dt` (or `deltaTime`) value is passed to this group's
    + *                                  `tick()` function, this number will be used to move the particle
    + *                                  simulation forward. Value in SECONDS.
    + *
    + * @property {Boolean} hasPerspective Whether the distance a particle is from the camera should affect
    + *                                    the particle's size.
    + *
    + * @property {Boolean} colorize Whether the particles in this group should be rendered with color, or
    + *                              whether the only color of particles will come from the provided texture.
    + *
    + * @property {Number} blending One of Three.js's blending modes to apply to this group's `ShaderMaterial`.
    + *
    + * @property {Boolean} transparent Whether these particle's should be rendered with transparency.
    + *
    + * @property {Number} alphaTest Sets the alpha value to be used when running an alpha test on the `texture.value` property. Value between 0 and 1.
    + *
    + * @property {Boolean} depthWrite Whether rendering the group has any effect on the depth buffer.
    + *
    + * @property {Boolean} depthTest Whether to have depth test enabled when rendering this group.
    + *
    + * @property {Boolean} fog Whether this group's particles should be affected by their scene's fog.
    + *
    + * @property {Number} scale The scale factor to apply to this group's particle sizes. Useful for
    + *                          setting particle sizes to be relative to renderer size.
    + */
    +
    +
    +/**
    + * The SPE.Group class. Creates a new group, containing a material, geometry, and mesh.
    + *
    + * @constructor
    + * @param {GroupOptions} options A map of options to configure the group instance.
    + */
    +export default class Group {
    +	constructor( opts ) {
    + +
  • + + +
  • +
    + +
    + +
    +

    Ensure we have a map of options to play with

    + +
    + +
    		const options = utils.ensureTypedArg( opts, valueTypes.OBJECT, {} );
    +		options.texture = utils.ensureTypedArg( options.texture, valueTypes.OBJECT, {} );
    + +
  • + + +
  • +
    + +
    + +
    +

    Assign a UUID to this instance

    + +
    + +
    		this.uuid = THREE.Math.generateUUID();
    + +
  • + + +
  • +
    + +
    + +
    +

    If no deltaTime value is passed to the SPE.Group.tick function, +the value of this property will be used to advance the simulation.

    + +
    + +
    		this.fixedTimeStep = utils.ensureTypedArg( options.fixedTimeStep, valueTypes.NUMBER, 0.016 );
    + +
  • + + +
  • +
    + +
    + +
    +

    Set properties used in the uniforms map, starting with the +texture stuff.

    + +
    + +
    		this.texture = utils.ensureInstanceOf( options.texture.value, THREE.Texture, null );
    +		this.textureFrames = utils.ensureInstanceOf( options.texture.frames, THREE.Vector2, new THREE.Vector2( 1, 1 ) );
    +		this.textureFrameCount = utils.ensureTypedArg( options.texture.frameCount, valueTypes.NUMBER, this.textureFrames.x * this.textureFrames.y );
    +		this.textureLoop = utils.ensureTypedArg( options.texture.loop, valueTypes.NUMBER, 1 );
    +		this.textureFrames.max( new THREE.Vector2( 1, 1 ) );
    +
    +		this.hasPerspective = utils.ensureTypedArg( options.hasPerspective, valueTypes.BOOLEAN, true );
    +		this.colorize = utils.ensureTypedArg( options.colorize, valueTypes.BOOLEAN, true );
    +
    +		this.maxParticleCount = utils.ensureTypedArg( options.maxParticleCount, valueTypes.NUMBER, null );
    + +
  • + + +
  • +
    + +
    + +
    +

    Set properties used to define the ShaderMaterial’s appearance.

    + +
    + +
    		this.blending = utils.ensureTypedArg( options.blending, valueTypes.NUMBER, THREE.AdditiveBlending );
    +		this.transparent = utils.ensureTypedArg( options.transparent, valueTypes.BOOLEAN, true );
    +		this.alphaTest = parseFloat( utils.ensureTypedArg( options.alphaTest, valueTypes.NUMBER, 0.0 ) );
    +		this.depthWrite = utils.ensureTypedArg( options.depthWrite, valueTypes.BOOLEAN, false );
    +		this.depthTest = utils.ensureTypedArg( options.depthTest, valueTypes.BOOLEAN, true );
    +		this.fog = utils.ensureTypedArg( options.fog, valueTypes.BOOLEAN, true );
    +		this.scale = utils.ensureTypedArg( options.scale, valueTypes.NUMBER, 300 );
    + +
  • + + +
  • +
    + +
    + +
    +

    Where emitter’s go to curl up in a warm blanket and live +out their days.

    + +
    + +
    		this.emitters = [];
    +		this.emitterIDs = [];
    + +
  • + + +
  • +
    + +
    + +
    +

    Create properties for use by the emitter pooling functions.

    + +
    + +
    		this._pool = [];
    +		this._poolCreationSettings = null;
    +		this._createNewWhenPoolEmpty = 0;
    + +
  • + + +
  • +
    + +
    + +
    +

    Whether all attributes should be forced to updated +their entire buffer contents on the next tick.

    +

    Used when an emitter is removed.

    + +
    + +
    		this._attributesNeedRefresh = false;
    +		this._attributesNeedDynamicReset = false;
    +
    +		this.particleCount = 0;
    + +
  • + + +
  • +
    + +
    + +
    +

    Map of uniforms to be applied to the ShaderMaterial instance.

    + +
    + +
    		this.uniforms = {
    +			tex: {
    +				type: 't',
    +				value: this.texture,
    +			},
    +			textureAnimation: {
    +				type: 'v4',
    +				value: new THREE.Vector4(
    +					this.textureFrames.x,
    +					this.textureFrames.y,
    +					this.textureFrameCount,
    +					Math.max( Math.abs( this.textureLoop ), 1.0 )
    +				),
    +			},
    +			fogColor: {
    +				type: 'c',
    +				value: this.fog ? new THREE.Color() : null,
    +			},
    +			fogNear: {
    +				type: 'f',
    +				value: 10,
    +			},
    +			fogFar: {
    +				type: 'f',
    +				value: 200,
    +			},
    +			fogDensity: {
    +				type: 'f',
    +				value: 0.5,
    +			},
    +			deltaTime: {
    +				type: 'f',
    +				value: 0,
    +			},
    +			runTime: {
    +				type: 'f',
    +				value: 0,
    +			},
    +			scale: {
    +				type: 'f',
    +				value: this.scale,
    +			},
    +		};
    + +
  • + + +
  • +
    + +
    + +
    +

    Add some defines into the mix…

    + +
    + +
    		this.defines = {
    +			HAS_PERSPECTIVE: this.hasPerspective,
    +			COLORIZE: this.colorize,
    +			VALUE_OVER_LIFETIME_LENGTH: globals.valueOverLifetimeLength,
    +
    +			SHOULD_ROTATE_TEXTURE: false,
    +			SHOULD_ROTATE_PARTICLES: false,
    +			SHOULD_WIGGLE_PARTICLES: false,
    +
    +			SHOULD_CALCULATE_SPRITE: this.textureFrames.x > 1 || this.textureFrames.y > 1,
    +		};
    + +
  • + + +
  • +
    + +
    + +
    +

    Map of all attributes to be applied to the particles.

    +

    See ShaderAttribute for a bit more info on this.

    + +
    + +
    		this.attributes = {
    +			position: new ShaderAttribute( 'v3', true ),
    +			acceleration: new ShaderAttribute( 'v4', true ), // w component is drag
    +			velocity: new ShaderAttribute( 'v3', true ),
    +			rotation: new ShaderAttribute( 'v4', true ),
    +			rotationCenter: new ShaderAttribute( 'v3', true ),
    +			params: new ShaderAttribute( 'v4', true ), // Holds (alive, age, delay, wiggle)
    +			size: new ShaderAttribute( 'v4', true ),
    +			angle: new ShaderAttribute( 'v4', true ),
    +			color: new ShaderAttribute( 'v4', true ),
    +			opacity: new ShaderAttribute( 'v4', true ),
    +		};
    +
    +		this.attributeKeys = Object.keys( this.attributes );
    +		this.attributeCount = this.attributeKeys.length;
    + +
  • + + +
  • +
    + +
    + +
    +

    Create the ShaderMaterial instance that’ll help render the +particles.

    + +
    + +
    		this.material = new THREE.ShaderMaterial( {
    +			uniforms: this.uniforms,
    +			vertexShader: shaders.vertex,
    +			fragmentShader: shaders.fragment,
    +			blending: this.blending,
    +			transparent: this.transparent,
    +			alphaTest: this.alphaTest,
    +			depthWrite: this.depthWrite,
    +			depthTest: this.depthTest,
    +			defines: this.defines,
    +			fog: this.fog,
    +		} );
    + +
  • + + +
  • +
    + +
    + +
    +

    Create the BufferGeometry and Points instances, ensuring +the geometry and material are given to the latter.

    + +
    + +
    		this.geometry = new THREE.BufferGeometry();
    +		this.mesh = new THREE.Points( this.geometry, this.material );
    +
    +		if ( this.maxParticleCount === null ) {
    +			console.warn( 'SPE.Group: No maxParticleCount specified. Adding emitters after rendering will probably cause errors.' );
    +		}
    +	}
    +
    +	_updateDefines() {
    +		const emitters = this.emitters,
    +			defines = this.defines;
    +		let emitter,
    +			i = emitters.length - 1;
    +
    +		for ( i; i >= 0; --i ) {
    +			emitter = emitters[ i ];
    + +
  • + + +
  • +
    + +
    + +
    +

    Only do angle calculation if there’s no spritesheet defined.

    +

    Saves calculations being done and then overwritten in the shaders.

    + +
    + +
    			if ( !defines.SHOULD_CALCULATE_SPRITE ) {
    +				defines.SHOULD_ROTATE_TEXTURE = defines.SHOULD_ROTATE_TEXTURE || !!Math.max(
    +					Math.max.apply( null, emitter.angle.value ),
    +					Math.max.apply( null, emitter.angle.spread )
    +				);
    +			}
    +
    +			defines.SHOULD_ROTATE_PARTICLES = defines.SHOULD_ROTATE_PARTICLES || !!Math.max(
    +				emitter.rotation.angle,
    +				emitter.rotation.angleSpread
    +			);
    +
    +			defines.SHOULD_WIGGLE_PARTICLES = defines.SHOULD_WIGGLE_PARTICLES || !!Math.max(
    +				emitter.wiggle.value,
    +				emitter.wiggle.spread
    +			);
    +		}
    +
    +		this.material.needsUpdate = true;
    +	}
    +
    +	_applyAttributesToGeometry() {
    +		const attributes = this.attributes,
    +			geometry = this.geometry,
    +			geometryAttributes = geometry.attributes;
    +		let attribute,
    +			geometryAttribute;
    + +
  • + + +
  • +
    + +
    + +
    +

    Loop through all the shader attributes and assign (or re-assign) +typed array buffers to each one.

    + +
    + +
    		for ( const attr in attributes ) {
    +			if ( HAS_OWN.call( attributes, attr ) ) {
    +				attribute = attributes[ attr ];
    +				geometryAttribute = geometryAttributes[ attr ];
    + +
  • + + +
  • +
    + +
    + +
    +

    Update the array if this attribute exists on the geometry.

    +

    This needs to be done because the attribute’s typed array might have +been resized and reinstantiated, and might now be looking at a +different ArrayBuffer, so reference needs updating.

    + +
    + +
    				if ( geometryAttribute ) {
    +					geometryAttribute.array = attribute.typedArray.array;
    +				}
    + +
  • + + +
  • +
    + +
    + +
    +

    // Add the attribute to the geometry if it doesn’t already exist.

    + +
    + +
    				else {
    +					geometry.addAttribute( attr, attribute.bufferAttribute );
    +				}
    + +
  • + + +
  • +
    + +
    + +
    +

    Mark the attribute as needing an update the next time a frame is rendered.

    + +
    + +
    				attribute.bufferAttribute.needsUpdate = true;
    +			}
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Mark the draw range on the geometry. This will ensure +only the values in the attribute buffers that are +associated with a particle will be used in THREE’s +render cycle.

    + +
    + +
    		this.geometry.setDrawRange( 0, this.particleCount );
    +	}
    +
    +	/**
    +     * Adds an SPE.Emitter instance to this group, creating particle values and
    +     * assigning them to this group's shader attributes.
    +     *
    +     * @param {Emitter} emitter The emitter to add to this group.
    +     */
    +	addEmitter( emitter ) {
    + +
  • + + +
  • +
    + +
    + +
    +

    Ensure an actual emitter instance is passed here.

    +

    Decided not to throw here, just in case a scene’s +rendering would be paused. Logging an error instead +of stopping execution if exceptions aren’t caught.

    + +
    + +
    		if ( emitter instanceof Emitter === false ) {
    +			console.error( '`emitter` argument must be instance of Emitter. Was provided with:', emitter );
    +			return;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    If the emitter already exists as a member of this group, then +stop here, we don’t want to add it again.

    + +
    + +
    		else if ( this.emitterIDs.indexOf( emitter.uuid ) > -1 ) {
    +			console.error( 'Emitter already exists in this group. Will not add again.' );
    +			return;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    And finally, if the emitter is a member of another group, +don’t add it to this group.

    + +
    + +
    		else if ( emitter.group !== null ) {
    +			console.error( 'Emitter already belongs to another group. Will not add to requested group.' );
    +			return;
    +		}
    +
    +		const attributes = this.attributes,
    +			start = this.particleCount,
    +			end = start + emitter.particleCount;
    + +
  • + + +
  • +
    + +
    + +
    +

    Update this group’s particle count.

    + +
    + +
    		this.particleCount = end;
    + +
  • + + +
  • +
    + +
    + +
    +

    Emit a warning if the emitter being added will exceed the buffer sizes specified.

    + +
    + +
    		if ( this.maxParticleCount !== null && this.particleCount > this.maxParticleCount ) {
    +			console.warn( 'SPE.Group: maxParticleCount exceeded. Requesting', this.particleCount, 'particles, can support only', this.maxParticleCount );
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Set the particlesPerSecond value (PPS) on the emitter. +It’s used to determine how many particles to release +on a per-frame basis.

    + +
    + +
    		emitter._calculatePPSValue( emitter.maxAge._value + emitter.maxAge._spread );
    +		emitter._setBufferUpdateRanges( this.attributeKeys );
    + +
  • + + +
  • +
    + +
    + +
    +

    Store the offset value in the TypedArray attributes for this emitter.

    + +
    + +
    		emitter._setAttributeOffset( start );
    + +
  • + + +
  • +
    + +
    + +
    +

    Save a reference to this group on the emitter so it knows +where it belongs.

    + +
    + +
    		emitter.group = this;
    + +
  • + + +
  • +
    + +
    + +
    +

    Store reference to the attributes on the emitter for +easier access during the emitter’s tick function.

    + +
    + +
    		emitter.attributes = this.attributes;
    + +
  • + + +
  • +
    + +
    + +
    +

    Ensure the attributes and their BufferAttributes exist, and their +TypedArrays are of the correct size.

    + +
    + +
    		for ( const attr in attributes ) {
    +			if ( HAS_OWN.call( attributes, attr ) ) {
    + +
  • + + +
  • +
    + +
    + +
    +

    When creating a buffer, pass through the maxParticle count +if one is specified.

    + +
    + +
    				attributes[ attr ]._createBufferAttribute(
    +					this.maxParticleCount !== null ?
    +						this.maxParticleCount :
    +						this.particleCount
    +				);
    +			}
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Loop through each particle this emitter wants to have, and create the attributes values, +storing them in the TypedArrays that each attribute holds.

    + +
    + +
    		for ( let i = start; i < end; ++i ) {
    +			emitter._assignPositionValue( i );
    +			emitter._assignForceValue( i, 'velocity' );
    +			emitter._assignForceValue( i, 'acceleration' );
    +			emitter._assignAbsLifetimeValue( i, 'opacity' );
    +			emitter._assignAbsLifetimeValue( i, 'size' );
    +			emitter._assignAngleValue( i );
    +			emitter._assignRotationValue( i );
    +			emitter._assignParamsValue( i );
    +			emitter._assignColorValue( i );
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Update the geometry and make sure the attributes are referencing +the typed arrays properly.

    + +
    + +
    		this._applyAttributesToGeometry();
    + +
  • + + +
  • +
    + +
    + +
    +

    Store this emitter in this group’s emitter’s store.

    + +
    + +
    		this.emitters.push( emitter );
    +		this.emitterIDs.push( emitter.uuid );
    + +
  • + + +
  • +
    + +
    + +
    +

    Update certain flags to enable shader calculations only if they’re necessary.

    + +
    + +
    		this._updateDefines( emitter );
    + +
  • + + +
  • +
    + +
    + +
    +

    Update the material since defines might have changed

    + +
    + +
    		this.material.needsUpdate = true;
    +		this.geometry.needsUpdate = true;
    +		this._attributesNeedRefresh = true;
    + +
  • + + +
  • +
    + +
    + +
    +

    Return the group to enable chaining.

    + +
    + +
    		return this;
    +	}
    +
    +	/**
    +     * Removes an Emitter instance from this group. When called,
    +     * all particle's belonging to the given emitter will be instantly
    +     * removed from the scene.
    +     *
    +     * @param {Emitter} emitter The emitter to add to this group.
    +     */
    +	removeEmitter( emitter ) {
    +		const emitterIndex = this.emitterIDs.indexOf( emitter.uuid );
    + +
  • + + +
  • +
    + +
    + +
    +

    Ensure an actual emitter instance is passed here.

    +

    Decided not to throw here, just in case a scene’s +rendering would be paused. Logging an error instead +of stopping execution if exceptions aren’t caught.

    + +
    + +
    		if ( emitter instanceof Emitter === false ) {
    +			console.error( '`emitter` argument must be instance of SPE.Emitter. Was provided with:', emitter );
    +			return;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Issue an error if the emitter isn’t a member of this group.

    + +
    + +
    		else if ( emitterIndex === -1 ) {
    +			console.error( 'Emitter does not exist in this group. Will not remove.' );
    +			return;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Kill all particles by marking them as dead +and their age as 0.

    + +
    + +
    		const start = emitter.attributeOffset,
    +			end = start + emitter.particleCount,
    +			params = this.attributes.params.typedArray;
    + +
  • + + +
  • +
    + +
    + +
    +

    Set alive and age to zero.

    + +
    + +
    		for ( let i = start; i < end; ++i ) {
    +			params.array[ i * 4 ] = 0.0;
    +			params.array[ i * 4 + 1 ] = 0.0;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Remove the emitter from this group’s “store”.

    + +
    + +
    		this.emitters.splice( emitterIndex, 1 );
    +		this.emitterIDs.splice( emitterIndex, 1 );
    + +
  • + + +
  • +
    + +
    + +
    +

    Remove this emitter’s attribute values from all shader attributes. +The .splice() call here also marks each attribute’s buffer +as needing to update it’s entire contents.

    + +
    + +
    		for ( const attr in this.attributes ) {
    +			if ( HAS_OWN.call( this.attributes, attr ) ) {
    +				this.attributes[ attr ].splice( start, end );
    +			}
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Ensure this group’s particle count is correct.

    + +
    + +
    		this.particleCount -= emitter.particleCount;
    + +
  • + + +
  • +
    + +
    + +
    +

    Call the emitter’s remove method.

    + +
    + +
    		emitter._onRemove();
    + +
  • + + +
  • +
    + +
    + +
    +

    Set a flag to indicate that the attribute buffers should +be updated in their entirety on the next frame.

    + +
    + +
    		this._attributesNeedRefresh = true;
    +	}
    +
    +
    +	/**
    +     * Fetch a single emitter instance from the pool.
    +     * If there are no objects in the pool, a new emitter will be
    +     * created if specified.
    +     *
    +     * @return {Emitter|null}
    +     */
    +	getFromPool() {
    +		const pool = this._pool,
    +			createNew = this._createNewWhenPoolEmpty;
    +
    +		if ( pool.length ) {
    +			return pool.pop();
    +		}
    +		else if ( createNew ) {
    +			const emitter = new Emitter( this._poolCreationSettings );
    +
    +			this.addEmitter( emitter );
    +
    +			return emitter;
    +		}
    +
    +		return null;
    +	}
    +
    +
    +	/**
    +     * Release an emitter into the pool.
    +     *
    +     * @param  {ShaderParticleEmitter} emitter
    +     * @return {Group} This group instance.
    +     */
    +	releaseIntoPool( emitter ) {
    +		if ( emitter instanceof Emitter === false ) {
    +			console.error( 'Argument is not instanceof Emitter:', emitter );
    +			return;
    +		}
    +
    +		emitter.reset();
    +		this._pool.unshift( emitter );
    +
    +		return this;
    +	}
    +
    +
    +	/**
    +     * Get the pool array
    +     *
    +     * @return {Array}
    +     */
    +	getPool() {
    +		return this._pool;
    +	}
    +
    +
    +	/**
    +     * Add a pool of emitters to this particle group
    +     *
    +     * @param {Number} numEmitters      The number of emitters to add to the pool.
    +     * @param {EmitterOptions|Array} emitterOptions  An object, or array of objects, describing the options to pass to each emitter.
    +     * @param {Boolean} createNew       Should a new emitter be created if the pool runs out?
    +     * @return {Group} This group instance.
    +     */
    +	addPool( numEmitters, emitterOptions, createNew ) {
    + +
  • + + +
  • +
    + +
    + +
    +

    Save relevant settings and flags.

    + +
    + +
    		this._poolCreationSettings = emitterOptions;
    +		this._createNewWhenPoolEmpty = !!createNew;
    + +
  • + + +
  • +
    + +
    + +
    +

    Create the emitters, add them to this group and the pool.

    + +
    + +
    		for ( let i = 0; i < numEmitters; ++i ) {
    +			let args;
    +
    +			if ( Array.isArray( emitterOptions ) ) {
    +				args = emitterOptions[ i ];
    +			}
    +			else {
    +				args = emitterOptions;
    +			}
    +
    +			const emitter = new Emitter( args );
    +
    +			this.addEmitter( emitter );
    +			this.releaseIntoPool( emitter );
    +		}
    +
    +		return this;
    +	}
    +
    +
    +
    +	_triggerSingleEmitter( pos ) {
    +		const emitter = this.getFromPool();
    +
    +		if ( emitter === null ) {
    +			console.log( 'Group pool ran out.' );
    +			return;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    TODO:

    +
      +
    • Make sure buffers are update with the new position.
    • +
    + +
    + +
    		if ( pos instanceof THREE.Vector3 ) {
    +			emitter.position.value.copy( pos );
    + +
  • + + +
  • +
    + +
    + +
    +

    Trigger the setter for this property to force an +update to the emitter’s position attribute.

    + +
    + +
    			emitter.position.value = emitter.position.value; // eslint-disable-line
    +		}
    +
    +		emitter.enable();
    +
    +		setTimeout( () => {
    +			emitter.disable();
    +			this.releaseIntoPool( emitter );
    +		}, ( Math.max( emitter.duration, ( emitter.maxAge.value + emitter.maxAge.spread ) ) ) * 1000 );
    +
    +		return this;
    +	}
    +
    +
    +	/**
    +     * Set a given number of emitters as alive, with an optional position
    +     * vector3 to move them to.
    +     *
    +     * @param  {Number} numEmitters The number of emitters to activate
    +     * @param  {Object} [position=undefined] A THREE.Vector3 instance describing the position to activate the emitter(s) at.
    +     * @return {Group} This group instance.
    +     */
    +	triggerPoolEmitter( numEmitters, position ) {
    +		if ( typeof numEmitters === 'number' && numEmitters > 1 ) {
    +			for ( let i = 0; i < numEmitters; ++i ) {
    +				this._triggerSingleEmitter( position );
    +			}
    +		}
    +		else {
    +			this._triggerSingleEmitter( position );
    +		}
    +
    +		return this;
    +	}
    +
    +
    +
    +	_updateUniforms( dt ) {
    +		this.uniforms.runTime.value += dt;
    +		this.uniforms.deltaTime.value = dt;
    +	}
    +
    +	_resetBufferRanges() {
    +		const keys = this.attributeKeys,
    +			attrs = this.attributes;
    +		let i = this.attributeCount - 1;
    +
    +		for ( i; i >= 0; --i ) {
    +			attrs[ keys[ i ] ].resetUpdateRange();
    +		}
    +	}
    +
    +
    +	_updateBuffers( emitter ) {
    +		const keys = this.attributeKeys,
    +			attrs = this.attributes,
    +			emitterRanges = emitter.bufferUpdateRanges;
    +		let key,
    +			emitterAttr,
    +			attr;
    +
    +		for ( let i = this.attributeCount - 1; i >= 0; --i ) {
    +			key = keys[ i ];
    +			emitterAttr = emitterRanges[ key ];
    +			attr = attrs[ key ];
    +			attr.setUpdateRange( emitterAttr.min, emitterAttr.max );
    +			attr.flagUpdate();
    +		}
    +	}
    +
    +
    +	/**
    +     * Simulate all the emitter's belonging to this group, updating
    +     * attribute values along the way.
    +     * @param  {Number} [dt=Group's `fixedTimeStep` value] The number of seconds to simulate the group's emitters for (deltaTime)
    +     */
    +	tick( dt ) {
    +		const emitters = this.emitters,
    +			numEmitters = emitters.length,
    +			deltaTime = dt || this.fixedTimeStep,
    +			keys = this.attributeKeys,
    +			attrs = this.attributes;
    + +
  • + + +
  • +
    + +
    + +
    +

    Update uniform values.

    + +
    + +
    		this._updateUniforms( deltaTime );
    + +
  • + + +
  • +
    + +
    + +
    +

    Reset buffer update ranges on the shader attributes.

    + +
    + +
    		this._resetBufferRanges();
    + +
  • + + +
  • +
    + +
    + +
    +

    If nothing needs updating, then stop here.

    + +
    + +
    		if (
    +			numEmitters === 0 &&
    +            this._attributesNeedRefresh === false &&
    +            this._attributesNeedDynamicReset === false
    +		) {
    +			return;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Loop through each emitter in this group and +simulate it, then update the shader attribute +buffers.

    + +
    + +
    		for ( let i = 0, emitter; i < numEmitters; ++i ) {
    +			emitter = emitters[ i ];
    +			emitter.tick( deltaTime );
    +			this._updateBuffers( emitter );
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    If the shader attributes have been refreshed, +then the dynamic properties of each buffer +attribute will need to be reset back to +what they should be.

    + +
    + +
    		if ( this._attributesNeedDynamicReset === true ) {
    +			for ( let i = this.attributeCount - 1; i >= 0; --i ) {
    +				attrs[ keys[ i ] ].resetDynamic();
    +			}
    +
    +			this._attributesNeedDynamicReset = false;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    If this group’s shader attributes need a full refresh +then mark each attribute’s buffer attribute as +needing so.

    + +
    + +
    		if ( this._attributesNeedRefresh === true ) {
    +			for ( let i = this.attributeCount - 1; i >= 0; --i ) {
    +				attrs[ keys[ i ] ].forceUpdateAll();
    +			}
    +
    +			this._attributesNeedRefresh = false;
    +			this._attributesNeedDynamicReset = true;
    +		}
    +	}
    +
    +
    +	/**
    +     * Dipose the geometry and material for the group.
    +     *
    +     * @return {Group} Group instance.
    +     */
    +	dispose() {
    +		this.geometry.dispose();
    +		this.material.dispose();
    +		return this;
    +	}
    +}
    + +
  • + +
+
+ + diff --git a/docs/source/src/core/utils.html b/docs/source/src/core/utils.html new file mode 100644 index 0000000..e6ecc0d --- /dev/null +++ b/docs/source/src/core/utils.html @@ -0,0 +1,1046 @@ + + + + + utils.js + + + + + +
+
+ + + +
    + +
  • +
    +

    utils.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    import * as THREE from 'three';
    +import valueTypes from '@/constants/valueTypes';
    +
    +/**
    + * A bunch of utility functions used throughout the library.
    + * @namespace
    + * @type {Object}
    + */
    +export default {
    +
    +	/**
    +     * Given a value, a type, and a default value to fallback to,
    +     * ensure the given argument adheres to the type requesting,
    +     * returning the default value if type check is false.
    +     *
    +     * @param  {(boolean|string|number|object)} arg          The value to perform a type-check on.
    +     * @param  {String} type         The type the `arg` argument should adhere to.
    +     * @param  {(boolean|string|number|object)} defaultValue A default value to fallback on if the type check fails.
    +     * @return {(boolean|string|number|object)}              The given value if type check passes, or the default value if it fails.
    +     */
    +	ensureTypedArg( arg, type, defaultValue ) {
    +		'use strict';
    +
    +		if ( typeof arg === type ) {
    +			return arg;
    +		}
    +		else {
    +			return defaultValue;
    +		}
    +	},
    +
    +	/**
    +     * Given an array of values, a type, and a default value,
    +     * ensure the given array's contents ALL adhere to the provided type,
    +     * returning the default value if type check fails.
    +     *
    +     * If the given value to check isn't an Array, delegates to SPE.utils.ensureTypedArg.
    +     *
    +     * @param  {Array|boolean|string|number|object} arg          The array of values to check type of.
    +     * @param  {String} type         The type that should be adhered to.
    +     * @param  {(boolean|string|number|object)} defaultValue A default fallback value.
    +     * @return {(boolean|string|number|object)}              The given value if type check passes, or the default value if it fails.
    +     */
    +	ensureArrayTypedArg( arg, type, defaultValue ) {
    +		'use strict';
    + +
  • + + +
  • +
    + +
    + +
    +

    If the argument being checked is an array, loop through +it and ensure all the values are of the correct type, +falling back to the defaultValue if any aren’t.

    + +
    + +
    		if ( Array.isArray( arg ) ) {
    +			for ( var i = arg.length - 1; i >= 0; --i ) {
    +				if ( typeof arg[ i ] !== type ) {
    +					return defaultValue;
    +				}
    +			}
    +
    +			return arg;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    If the arg isn’t an array then just fallback to +checking the type.

    + +
    + +
    		return this.ensureTypedArg( arg, type, defaultValue );
    +	},
    +
    +	/**
    +     * Ensures the given value is an instance of a constructor function.
    +     *
    +     * @param  {Object} arg          The value to check instance of.
    +     * @param  {Function} instance     The constructor of the instance to check against.
    +     * @param  {Object} defaultValue A default fallback value if instance check fails
    +     * @return {Object}              The given value if type check passes, or the default value if it fails.
    +     */
    +	ensureInstanceOf( arg, instance, defaultValue ) {
    +		'use strict';
    +
    +		if ( instance !== undefined && arg instanceof instance ) {
    +			return arg;
    +		}
    +		else {
    +			return defaultValue;
    +		}
    +	},
    +
    +	/**
    +     * Given an array of values, ensure the instances of all items in the array
    +     * matches the given instance constructor falling back to a default value if
    +     * the check fails.
    +     *
    +     * If given value isn't an Array, delegates to `SPE.utils.ensureInstanceOf`.
    +     *
    +     * @param  {Array|Object} arg          The value to perform the instanceof check on.
    +     * @param  {Function} instance     The constructor of the instance to check against.
    +     * @param  {Object} defaultValue A default fallback value if instance check fails
    +     * @return {Object}              The given value if type check passes, or the default value if it fails.
    +     */
    +	ensureArrayInstanceOf( arg, instance, defaultValue ) {
    +		'use strict';
    + +
  • + + +
  • +
    + +
    + +
    +

    If the argument being checked is an array, loop through +it and ensure all the values are of the correct type, +falling back to the defaultValue if any aren’t.

    + +
    + +
    		if ( Array.isArray( arg ) ) {
    +			for ( var i = arg.length - 1; i >= 0; --i ) {
    +				if ( instance !== undefined && arg[ i ] instanceof instance === false ) {
    +					return defaultValue;
    +				}
    +			}
    +
    +			return arg;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    If the arg isn’t an array then just fallback to +checking the type.

    + +
    + +
    		return this.ensureInstanceOf( arg, instance, defaultValue );
    +	},
    +
    +	/**
    +     * Ensures that any "value-over-lifetime" properties of an emitter are
    +     * of the correct length (as dictated by `SPE.valueOverLifetimeLength`).
    +     *
    +     * Delegates to `SPE.utils.interpolateArray` for array resizing.
    +     *
    +     * If properties aren't arrays, then property values are put into one.
    +     *
    +     * @param  {Object} property  The property of an SPE.Emitter instance to check compliance of.
    +     * @param  {Number} minLength The minimum length of the array to create.
    +     * @param  {Number} maxLength The maximum length of the array to create.
    +     */
    +	ensureValueOverLifetimeCompliance( property, minLength, maxLength ) {
    +		'use strict';
    +
    +		minLength = minLength || 3;
    +		maxLength = maxLength || 3;
    + +
  • + + +
  • +
    + +
    + +
    +

    First, ensure both properties are arrays.

    + +
    + +
    		if ( Array.isArray( property._value ) === false ) {
    +			property._value = [ property._value ];
    +		}
    +
    +		if ( Array.isArray( property._spread ) === false ) {
    +			property._spread = [ property._spread ];
    +		}
    +
    +		var valueLength = this.clamp( property._value.length, minLength, maxLength ),
    +			spreadLength = this.clamp( property._spread.length, minLength, maxLength ),
    +			desiredLength = Math.max( valueLength, spreadLength );
    +
    +		if ( property._value.length !== desiredLength ) {
    +			property._value = this.interpolateArray( property._value, desiredLength );
    +		}
    +
    +		if ( property._spread.length !== desiredLength ) {
    +			property._spread = this.interpolateArray( property._spread, desiredLength );
    +		}
    +	},
    +
    +	/**
    +     * Performs linear interpolation (lerp) on an array.
    +     *
    +     * For example, lerping [1, 10], with a `newLength` of 10 will produce [1, 2, 3, 4, 5, 6, 7, 8, 9, 10].
    +     *
    +     * Delegates to `SPE.utils.lerpTypeAgnostic` to perform the actual
    +     * interpolation.
    +     *
    +     * @param  {Array} srcArray  The array to lerp.
    +     * @param  {Number} newLength The length the array should be interpolated to.
    +     * @return {Array}           The interpolated array.
    +     */
    +	interpolateArray( srcArray, newLength ) {
    +		'use strict';
    +
    +		var sourceLength = srcArray.length,
    +			newArray = [ typeof srcArray[ 0 ].clone === 'function' ? srcArray[ 0 ].clone() : srcArray[ 0 ] ],
    +			factor = ( sourceLength - 1 ) / ( newLength - 1 );
    +
    +
    +		for ( var i = 1; i < newLength - 1; ++i ) {
    +			var f = i * factor,
    +				before = Math.floor( f ),
    +				after = Math.ceil( f ),
    +				delta = f - before;
    +
    +			newArray[ i ] = this.lerpTypeAgnostic( srcArray[ before ], srcArray[ after ], delta );
    +		}
    +
    +		newArray.push(
    +			typeof srcArray[ sourceLength - 1 ].clone === 'function' ?
    +				srcArray[ sourceLength - 1 ].clone() :
    +				srcArray[ sourceLength - 1 ]
    +		);
    +
    +		return newArray;
    +	},
    +
    +	/**
    +     * Clamp a number to between the given min and max values.
    +     * @param  {Number} value The number to clamp.
    +     * @param  {Number} min   The minimum value.
    +     * @param  {Number} max   The maximum value.
    +     * @return {Number}       The clamped number.
    +     */
    +	clamp( value, min, max ) {
    +		'use strict';
    +
    +		return Math.max( min, Math.min( value, max ) );
    +	},
    +
    +	/**
    +     * If the given value is less than the epsilon value, then return
    +     * a randomised epsilon value if specified, or just the epsilon value if not.
    +     * Works for negative numbers as well as positive.
    +     *
    +     * @param  {Number} value     The value to perform the operation on.
    +     * @param  {Boolean} randomise Whether the value should be randomised.
    +     * @return {Number}           The result of the operation.
    +     */
    +	zeroToEpsilon( value, randomise ) {
    +		'use strict';
    +
    +		var epsilon = 0.00001,
    +			result = value;
    +
    +		result = randomise ? Math.random() * epsilon * 10 : epsilon;
    +
    +		if ( value < 0 && value > -epsilon ) {
    +			result = -result;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    if ( value === 0 ) { + result = randomise ? Math.random() * epsilon * 10 : epsilon; +} +else if ( value > 0 && value < epsilon ) { + result = randomise ? Math.random() * epsilon * 10 : epsilon; +} +else if ( value < 0 && value > -epsilon ) { + result = -( randomise ? Math.random() * epsilon * 10 : epsilon ); +}

    + +
    + +
    +		return result;
    +	},
    +
    +	/**
    +     * Linearly interpolates two values of various valueTypes. The given values
    +     * must be of the same type for the interpolation to work.
    +     * @param  {(number|Object)} start The start value of the lerp.
    +     * @param  {(number|object)} end   The end value of the lerp.
    +     * @param  {Number} delta The delta posiiton of the lerp operation. Ideally between 0 and 1 (inclusive).
    +     * @return {(number|object|undefined)}       The result of the operation. Result will be undefined if
    +     *                                               the start and end arguments aren't a supported type, or
    +     *                                               if their types do not match.
    +     */
    +	lerpTypeAgnostic( start, end, delta ) {
    +		'use strict';
    +
    +		var out;
    +
    +		if ( typeof start === valueTypes.NUMBER && typeof end === valueTypes.NUMBER ) {
    +			return start + ( ( end - start ) * delta );
    +		}
    +		else if ( start instanceof THREE.Vector2 && end instanceof THREE.Vector2 ) {
    +			out = start.clone();
    +			out.x = this.lerp( start.x, end.x, delta );
    +			out.y = this.lerp( start.y, end.y, delta );
    +			return out;
    +		}
    +		else if ( start instanceof THREE.Vector3 && end instanceof THREE.Vector3 ) {
    +			out = start.clone();
    +			out.x = this.lerp( start.x, end.x, delta );
    +			out.y = this.lerp( start.y, end.y, delta );
    +			out.z = this.lerp( start.z, end.z, delta );
    +			return out;
    +		}
    +		else if ( start instanceof THREE.Vector4 && end instanceof THREE.Vector4 ) {
    +			out = start.clone();
    +			out.x = this.lerp( start.x, end.x, delta );
    +			out.y = this.lerp( start.y, end.y, delta );
    +			out.z = this.lerp( start.z, end.z, delta );
    +			out.w = this.lerp( start.w, end.w, delta );
    +			return out;
    +		}
    +		else if ( start instanceof THREE.Color && end instanceof THREE.Color ) {
    +			out = start.clone();
    +			out.r = this.lerp( start.r, end.r, delta );
    +			out.g = this.lerp( start.g, end.g, delta );
    +			out.b = this.lerp( start.b, end.b, delta );
    +			return out;
    +		}
    +		else {
    +			console.warn( 'Invalid argument types, or argument types do not match:', start, end );
    +		}
    +	},
    +
    +	/**
    +     * Perform a linear interpolation operation on two numbers.
    +     * @param  {Number} start The start value.
    +     * @param  {Number} end   The end value.
    +     * @param  {Number} delta The position to interpolate to.
    +     * @return {Number}       The result of the lerp operation.
    +     */
    +	lerp( start, end, delta ) {
    +		'use strict';
    +		return start + ( ( end - start ) * delta );
    +	},
    +
    +	/**
    +     * Rounds a number to a nearest multiple.
    +     *
    +     * @param  {Number} n        The number to round.
    +     * @param  {Number} multiple The multiple to round to.
    +     * @return {Number}          The result of the round operation.
    +     */
    +	roundToNearestMultiple( n, multiple ) {
    +		'use strict';
    +
    +		var remainder = 0;
    +
    +		if ( multiple === 0 ) {
    +			return n;
    +		}
    +
    +		remainder = Math.abs( n ) % multiple;
    +
    +		if ( remainder === 0 ) {
    +			return n;
    +		}
    +
    +		if ( n < 0 ) {
    +			return -( Math.abs( n ) - remainder );
    +		}
    +
    +		return n + multiple - remainder;
    +	},
    +
    +	/**
    +     * Check if all items in an array are equal. Uses strict equality.
    +     *
    +     * @param  {Array} array The array of values to check equality of.
    +     * @return {Boolean}       Whether the array's values are all equal or not.
    +     */
    +	arrayValuesAreEqual( array ) {
    +		'use strict';
    +
    +		for ( var i = 0; i < array.length - 1; ++i ) {
    +			if ( array[ i ] !== array[ i + 1 ] ) {
    +				return false;
    +			}
    +		}
    +
    +		return true;
    +	},
    + +
  • + + +
  • +
    + +
    + +
    +

    colorsAreEqual: function() { + var colors = Array.prototype.slice.call( arguments ), + numColors = colors.length;

    + +
    + +
  • + + +
  • +
    + +
    + +
    +
    for ( var i = 0, color1, color2; i < numColors - 1; ++i ) {
    +    color1 = colors[ i ];
    +    color2 = colors[ i + 1 ];
    + +
    + +
  • + + +
  • +
    + +
    + +
    +
        if (
    +        color1.r !== color2.r ||
    +        color1.g !== color2.g ||
    +        color1.b !== color2.b
    +    ) {
    +        return false
    +    }
    +}
    + +
    + +
  • + + +
  • +
    + +
    + +
    +
    return true;
    +

    },

    + +
    + +
    +
    +	/**
    +     * Given a start value and a spread value, create and return a random
    +     * number.
    +     * @param  {Number} base   The start value.
    +     * @param  {Number} spread The size of the random variance to apply.
    +     * @return {Number}        A randomised number.
    +     */
    +	randomFloat( base, spread ) {
    +		'use strict';
    +		return base + spread * ( Math.random() - 0.5 );
    +	},
    +
    +
    +
    +	/**
    +     * Given an SPE.ShaderAttribute instance, and various other settings,
    +     * assign values to the attribute's array in a `vec3` format.
    +     *
    +     * @param  {Object} attribute   The instance of SPE.ShaderAttribute to save the result to.
    +     * @param  {Number} index       The offset in the attribute's TypedArray to save the result from.
    +     * @param  {Object} base        THREE.Vector3 instance describing the start value.
    +     * @param  {Object} spread      THREE.Vector3 instance describing the random variance to apply to the start value.
    +     * @param  {Object} spreadClamp THREE.Vector3 instance describing the multiples to clamp the randomness to.
    +     */
    +	randomVector3( attribute, index, base, spread, spreadClamp ) {
    +		'use strict';
    +
    +		var x = base.x + ( Math.random() * spread.x - ( spread.x * 0.5 ) ),
    +			y = base.y + ( Math.random() * spread.y - ( spread.y * 0.5 ) ),
    +			z = base.z + ( Math.random() * spread.z - ( spread.z * 0.5 ) );
    + +
  • + + +
  • +
    + +
    + +
    +

    var x = this.randomFloat( base.x, spread.x ), +y = this.randomFloat( base.y, spread.y ), +z = this.randomFloat( base.z, spread.z );

    + +
    + +
    +		if ( spreadClamp ) {
    +			x = -spreadClamp.x * 0.5 + this.roundToNearestMultiple( x, spreadClamp.x );
    +			y = -spreadClamp.y * 0.5 + this.roundToNearestMultiple( y, spreadClamp.y );
    +			z = -spreadClamp.z * 0.5 + this.roundToNearestMultiple( z, spreadClamp.z );
    +		}
    +
    +		attribute.typedArray.setVec3Components( index, x, y, z );
    +	},
    +
    +	/**
    +     * Given an SPE.Shader attribute instance, and various other settings,
    +     * assign Color values to the attribute.
    +     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
    +     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
    +     * @param  {Object} base      THREE.Color instance describing the start color.
    +     * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
    +     */
    +	randomColor( attribute, index, base, spread ) {
    +		'use strict';
    +
    +		var r = base.r + ( Math.random() * spread.x ),
    +			g = base.g + ( Math.random() * spread.y ),
    +			b = base.b + ( Math.random() * spread.z );
    +
    +		r = this.clamp( r, 0, 1 );
    +		g = this.clamp( g, 0, 1 );
    +		b = this.clamp( b, 0, 1 );
    +
    +
    +		attribute.typedArray.setVec3Components( index, r, g, b );
    +	},
    +
    +
    +	randomColorAsHex: ( function() {
    +		'use strict';
    +
    +		var workingColor = new THREE.Color();
    +
    +		/**
    +         * Assigns a random color value, encoded as a hex value in decimal
    +         * format, to a SPE.ShaderAttribute instance.
    +         * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
    +         * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
    +         * @param  {Object} base      THREE.Color instance describing the start color.
    +         * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
    +         */
    +		return function( attribute, index, base, spread ) {
    +			var numItems = base.length,
    +				colors = [];
    +
    +			for ( var i = 0; i < numItems; ++i ) {
    +				var spreadVector = spread[ i ];
    +
    +				workingColor.copy( base[ i ] );
    +
    +				workingColor.r += ( Math.random() * spreadVector.x ) - ( spreadVector.x * 0.5 );
    +				workingColor.g += ( Math.random() * spreadVector.y ) - ( spreadVector.y * 0.5 );
    +				workingColor.b += ( Math.random() * spreadVector.z ) - ( spreadVector.z * 0.5 );
    +
    +				workingColor.r = this.clamp( workingColor.r, 0, 1 );
    +				workingColor.g = this.clamp( workingColor.g, 0, 1 );
    +				workingColor.b = this.clamp( workingColor.b, 0, 1 );
    +
    +				colors.push( workingColor.getHex() );
    +			}
    +
    +			attribute.typedArray.setVec4Components( index, colors[ 0 ], colors[ 1 ], colors[ 2 ], colors[ 3 ] );
    +		};
    +	}() ),
    +
    +	/**
    +     * Given an SPE.ShaderAttribute instance, and various other settings,
    +     * assign values to the attribute's array in a `vec3` format.
    +     *
    +     * @param  {Object} attribute   The instance of SPE.ShaderAttribute to save the result to.
    +     * @param  {Number} index       The offset in the attribute's TypedArray to save the result from.
    +     * @param  {Object} start       THREE.Vector3 instance describing the start line position.
    +     * @param  {Object} end         THREE.Vector3 instance describing the end line position.
    +     */
    +	randomVector3OnLine( attribute, index, start, end ) {
    +		'use strict';
    +		var pos = start.clone();
    +
    +		pos.lerp( end, Math.random() );
    +
    +		attribute.typedArray.setVec3Components( index, pos.x, pos.y, pos.z );
    +	},
    +
    +	/**
    +     * Given an SPE.Shader attribute instance, and various other settings,
    +     * assign Color values to the attribute.
    +     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
    +     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
    +     * @param  {Object} base      THREE.Color instance describing the start color.
    +     * @param  {Object} spread    THREE.Vector3 instance describing the random variance to apply to the start color.
    +     */
    +
    +	/**
    +     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
    +     * given values onto a sphere.
    +     *
    +     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
    +     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
    +     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.
    +     * @param  {Number} radius            The radius of the sphere to project onto.
    +     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result
    +     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the sphere.
    +     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
    +     */
    +	randomVector3OnSphere(
    +		attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp, distributionClamp
    +	) {
    +		'use strict';
    +
    +		var depth = 2 * Math.random() - 1,
    +			t = 6.2832 * Math.random(),
    +			r = Math.sqrt( 1 - depth * depth ),
    +			rand = this.randomFloat( radius, radiusSpread ),
    +			x = 0,
    +			y = 0,
    +			z = 0;
    +
    +
    +		if ( radiusSpreadClamp ) {
    +			rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Set position on sphere

    + +
    + +
    		x = r * Math.cos( t ) * rand;
    +		y = r * Math.sin( t ) * rand;
    +		z = depth * rand;
    + +
  • + + +
  • +
    + +
    + +
    +

    Apply radius scale to this position

    + +
    + +
    		x *= radiusScale.x;
    +		y *= radiusScale.y;
    +		z *= radiusScale.z;
    + +
  • + + +
  • +
    + +
    + +
    +

    Translate to the base position.

    + +
    + +
    		x += base.x;
    +		y += base.y;
    +		z += base.z;
    + +
  • + + +
  • +
    + +
    + +
    +

    Set the values in the typed array.

    + +
    + +
    		attribute.typedArray.setVec3Components( index, x, y, z );
    +	},
    +
    +	seededRandom( seed ) {
    +		var x = Math.sin( seed ) * 10000;
    +		return x - ( x | 0 );
    +	},
    +
    +
    +
    +	/**
    +     * Assigns a random vector 3 value to an SPE.ShaderAttribute instance, projecting the
    +     * given values onto a 2d-disc.
    +     *
    +     * @param  {Object} attribute The instance of SPE.ShaderAttribute to save the result to.
    +     * @param  {Number} index     The offset in the attribute's TypedArray to save the result from.
    +     * @param  {Object} base              THREE.Vector3 instance describing the origin of the transform.
    +     * @param  {Number} radius            The radius of the sphere to project onto.
    +     * @param  {Number} radiusSpread      The amount of randomness to apply to the projection result
    +     * @param  {Object} radiusScale       THREE.Vector3 instance describing the scale of each axis of the disc. The z-component is ignored.
    +     * @param  {Number} radiusSpreadClamp What numeric multiple the projected value should be clamped to.
    +     */
    +	randomVector3OnDisc( attribute, index, base, radius, radiusSpread, radiusScale, radiusSpreadClamp ) {
    +		'use strict';
    +
    +		var t = 6.2832 * Math.random(),
    +			rand = Math.abs( this.randomFloat( radius, radiusSpread ) ),
    +			x = 0,
    +			y = 0,
    +			z = 0;
    +
    +		if ( radiusSpreadClamp ) {
    +			rand = Math.round( rand / radiusSpreadClamp ) * radiusSpreadClamp;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Set position on sphere

    + +
    + +
    		x = Math.cos( t ) * rand;
    +		y = Math.sin( t ) * rand;
    + +
  • + + +
  • +
    + +
    + +
    +

    Apply radius scale to this position

    + +
    + +
    		x *= radiusScale.x;
    +		y *= radiusScale.y;
    + +
  • + + +
  • +
    + +
    + +
    +

    Translate to the base position.

    + +
    + +
    		x += base.x;
    +		y += base.y;
    +		z += base.z;
    + +
  • + + +
  • +
    + +
    + +
    +

    Set the values in the typed array.

    + +
    + +
    		attribute.typedArray.setVec3Components( index, x, y, z );
    +	},
    +
    +	randomDirectionVector3OnSphere: ( function() {
    +		'use strict';
    +
    +		var v = new THREE.Vector3();
    +
    +		/**
    +         * Given an SPE.ShaderAttribute instance, create a direction vector from the given
    +         * position, using `speed` as the magnitude. Values are saved to the attribute.
    +         *
    +         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.
    +         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.
    +         * @param  {Number} posX            The particle's x coordinate.
    +         * @param  {Number} posY            The particle's y coordinate.
    +         * @param  {Number} posZ            The particle's z coordinate.
    +         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
    +         * @param  {Number} speed           The magnitude to apply to the vector.
    +         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.
    +         */
    +		return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
    +			v.copy( emitterPosition );
    +
    +			v.x -= posX;
    +			v.y -= posY;
    +			v.z -= posZ;
    +
    +			v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
    +
    +			attribute.typedArray.setVec3Components( index, v.x, v.y, v.z );
    +		};
    +	}() ),
    +
    +
    +	randomDirectionVector3OnDisc: ( function() {
    +		'use strict';
    +
    +		var v = new THREE.Vector3();
    +
    +		/**
    +         * Given an SPE.ShaderAttribute instance, create a direction vector from the given
    +         * position, using `speed` as the magnitude. Values are saved to the attribute.
    +         *
    +         * @param  {Object} attribute       The instance of SPE.ShaderAttribute to save the result to.
    +         * @param  {Number} index           The offset in the attribute's TypedArray to save the result from.
    +         * @param  {Number} posX            The particle's x coordinate.
    +         * @param  {Number} posY            The particle's y coordinate.
    +         * @param  {Number} posZ            The particle's z coordinate.
    +         * @param  {Object} emitterPosition THREE.Vector3 instance describing the emitter's base position.
    +         * @param  {Number} speed           The magnitude to apply to the vector.
    +         * @param  {Number} speedSpread     The amount of randomness to apply to the magnitude.
    +         */
    +		return function( attribute, index, posX, posY, posZ, emitterPosition, speed, speedSpread ) {
    +			v.copy( emitterPosition );
    +
    +			v.x -= posX;
    +			v.y -= posY;
    +			v.z -= posZ;
    +
    +			v.normalize().multiplyScalar( -this.randomFloat( speed, speedSpread ) );
    +
    +			attribute.typedArray.setVec3Components( index, v.x, v.y, 0 );
    +		};
    +	}() ),
    +
    +	getPackedRotationAxis: ( function() {
    +		'use strict';
    +
    +		var v = new THREE.Vector3(),
    +			vSpread = new THREE.Vector3(),
    +			c = new THREE.Color(),
    +			addOne = new THREE.Vector3( 1, 1, 1 );
    +
    +		/**
    +         * Given a rotation axis, and a rotation axis spread vector,
    +         * calculate a randomised rotation axis, and pack it into
    +         * a hexadecimal value represented in decimal form.
    +         * @param  {Object} axis       THREE.Vector3 instance describing the rotation axis.
    +         * @param  {Object} axisSpread THREE.Vector3 instance describing the amount of randomness to apply to the rotation axis.
    +         * @return {Number}            The packed rotation axis, with randomness.
    +         */
    +		return function( axis, axisSpread ) {
    +			v.copy( axis ).normalize();
    +			vSpread.copy( axisSpread ).normalize();
    +
    +			v.x += ( -axisSpread.x * 0.5 ) + ( Math.random() * axisSpread.x );
    +			v.y += ( -axisSpread.y * 0.5 ) + ( Math.random() * axisSpread.y );
    +			v.z += ( -axisSpread.z * 0.5 ) + ( Math.random() * axisSpread.z );
    + +
  • + + +
  • +
    + +
    + +
    +

    v.x = Math.abs( v.x ); +v.y = Math.abs( v.y ); +v.z = Math.abs( v.z );

    + +
    + +
    +			v.normalize().add( addOne )
    +				.multiplyScalar( 0.5 );
    +
    +			c.setRGB( v.x, v.y, v.z );
    +
    +			return c.getHex();
    +		};
    +	}() ),
    +};
    + +
  • + +
+
+ + diff --git a/docs/source/src/helpers/ShaderAttribute.html b/docs/source/src/helpers/ShaderAttribute.html new file mode 100644 index 0000000..4f0df50 --- /dev/null +++ b/docs/source/src/helpers/ShaderAttribute.html @@ -0,0 +1,363 @@ + + + + + ShaderAttribute.js + + + + + +
+
+ + + +
    + +
  • +
    +

    ShaderAttribute.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    import * as THREE from 'three';
    +import TypedArrayHelper from './TypedArrayHelper';
    +import typeSizeMap from '@/constants/typeSizeMap';
    +
    +const HAS_OWN = Object.prototype.hasOwnProperty;
    +
    +/**
    + * A helper to handle creating and updating a THREE.BufferAttribute instance.
    + *
    + * @author  Luke Moody
    + * @constructor
    + * @param {String} type          The buffer attribute type. See `typeSizeMap`` for valid values.
    + * @param {Boolean=} dynamicBuffer Whether this buffer attribute should be marked as dynamic or not.
    + * @param {Function=} arrayType     A reference to a TypedArray constructor. Defaults to Float32Array if none provided.
    + */
    +export default class ShaderAttribute {
    +	constructor( type, dynamicBuffer, arrayType ) {
    +		this.type = typeof type === 'string' && HAS_OWN.call( typeSizeMap, type ) ? type : 'f';
    +		this.componentSize = typeSizeMap[ this.type ];
    +		this.arrayType = arrayType || Float32Array;
    +		this.typedArray = null;
    +		this.bufferAttribute = null;
    +		this.dynamicBuffer = !!dynamicBuffer;
    +
    +		this.updateMin = 0;
    +		this.updateMax = 0;
    +	}
    +
    +	/**
    +	 * Calculate the minimum and maximum update range for this buffer attribute using
    +	 * component size independant min and max values.
    +	 *
    +	 * @param {Number} min The start of the range to mark as needing an update.
    +	 * @param {Number} max The end of the range to mark as needing an update.
    +	 */
    +	setUpdateRange( min, max ) {
    +		this.updateMin = Math.min( min * this.componentSize, this.updateMin * this.componentSize );
    +		this.updateMax = Math.max( max * this.componentSize, this.updateMax * this.componentSize );
    +	}
    +
    +	/**
    +	 * Calculate the number of indices that this attribute should mark as needing
    +	 * updating. Also marks the attribute as needing an update.
    +	 */
    +	flagUpdate() {
    +		const attr = this.bufferAttribute,
    +			range = attr.updateRange;
    +
    +		range.offset = this.updateMin;
    +		range.count = Math.min( ( this.updateMax - this.updateMin ) + this.componentSize, this.typedArray.array.length );
    +		attr.needsUpdate = true;
    +	}
    +
    +
    +
    +	/**
    +	 * Reset the index update counts for this attribute
    +	 */
    +	resetUpdateRange() {
    +		this.updateMin = 0;
    +		this.updateMax = 0;
    +	}
    +
    +	resetDynamic() {
    +		this.bufferAttribute.usage = this.dynamicBuffer ?
    +			THREE.DynamicDrawUsage :
    +			THREE.StaticDrawUsage;
    +	}
    +
    +	/**
    +	 * Perform a splice operation on this attribute's buffer.
    +	 * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
    +	 * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
    +	 */
    +	splice( start, end ) {
    +		this.typedArray.splice( start, end );
    + +
  • + + +
  • +
    + +
    + +
    +

    Reset the reference to the attribute’s typed array +since it has probably changed.

    + +
    + +
    		this.forceUpdateAll();
    +	}
    +
    +	forceUpdateAll() {
    +		this.bufferAttribute.array = this.typedArray.array;
    +		this.bufferAttribute.updateRange.offset = 0;
    +		this.bufferAttribute.updateRange.count = -1;
    +
    +		this.bufferAttribute.usage = THREE.StaticDrawUsage;
    +		this.bufferAttribute.needsUpdate = true;
    +	}
    +
    +	/**
    +	 * Make sure this attribute has a typed array associated with it.
    +	 *
    +	 * If it does, then it will ensure the typed array is of the correct size.
    +	 *
    +	 * If not, a new `TypedArrayHelper` instance will be created.
    +	 *
    +	 * @param  {Number} size The size of the typed array to create or update to.
    +	 */
    +	_ensureTypedArray( size ) {
    + +
  • + + +
  • +
    + +
    + +
    +

    Condition that’s most likely to be true at the top: no change.

    + +
    + +
    		if ( this.typedArray !== null && this.typedArray.size === size * this.componentSize ) {
    +			return;
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    Resize the array if we need to, telling the TypedArrayHelper to +ignore it’s component size when evaluating size.

    + +
    + +
    		else if ( this.typedArray !== null && this.typedArray.size !== size ) {
    +			this.typedArray.setSize( size );
    +		}
    + +
  • + + +
  • +
    + +
    + +
    +

    This condition should only occur once in an attribute’s lifecycle.

    + +
    + +
    		else if ( this.typedArray === null ) {
    +			this.typedArray = new TypedArrayHelper( this.arrayType, size, this.componentSize );
    +		}
    +	}
    +
    +
    +	/**
    +	 * Creates a THREE.BufferAttribute instance if one doesn't exist already.
    +	 *
    +	 * Ensures a typed array is present by calling _ensureTypedArray() first.
    +	 *
    +	 * If a buffer attribute exists already, then it will be marked as needing an update.
    +	 *
    +	 * @param  {Number} size The size of the typed array to create if one doesn't exist, or resize existing array to.
    +	 */
    +	_createBufferAttribute( size ) {
    + +
  • + + +
  • +
    + +
    + +
    +

    Make sure the typedArray is present and correct.

    + +
    + +
    		this._ensureTypedArray( size );
    + +
  • + + +
  • +
    + +
    + +
    +

    Don’t create it if it already exists, but do +flag that it needs updating on the next render +cycle.

    + +
    + +
    		if ( this.bufferAttribute !== null ) {
    +			this.bufferAttribute.array = this.typedArray.array;
    + +
  • + + +
  • +
    + +
    + +
    +

    Since THREE.js version 81, dynamic count calculation was removed +so I need to do it manually here.

    +

    In the next minor release, I may well remove this check and force +dependency on THREE r81+.

    + +
    + +
    			if ( parseFloat( THREE.REVISION ) >= 81 ) {
    +				this.bufferAttribute.count = this.bufferAttribute.array.length / this.bufferAttribute.itemSize;
    +			}
    +
    +			this.bufferAttribute.needsUpdate = true;
    +			return;
    +		}
    +
    +		this.bufferAttribute = new THREE.BufferAttribute( this.typedArray.array, this.componentSize );
    +
    +		this.bufferAttribute.usage = this.dynamicBuffer ?
    +			THREE.DynamicDrawUsage :
    +			THREE.StaticDrawUsage;
    +	}
    +
    +	/**
    +	 * Returns the length of the typed array associated with this attribute.
    +	 * @return {Number} The length of the typed array. Will be 0 if no typed array has been created yet.
    +	 */
    +	getLength() {
    +		if ( this.typedArray === null ) {
    +			return 0;
    +		}
    +
    +		return this.typedArray.array.length;
    +	}
    +
    +}
    + +
  • + +
+
+ + diff --git a/docs/source/src/helpers/TypedArrayHelper.html b/docs/source/src/helpers/TypedArrayHelper.html new file mode 100644 index 0000000..f083e88 --- /dev/null +++ b/docs/source/src/helpers/TypedArrayHelper.html @@ -0,0 +1,416 @@ + + + + + TypedArrayHelper.js + + + + + +
+
+ + + +
    + +
  • +
    +

    TypedArrayHelper.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    /**
    + * A helper class for TypedArrays.
    + *
    + * Allows for easy resizing, assignment of various component-based
    + * types (Vector2s, Vector3s, Vector4s, Mat3s, Mat4s),
    + * as well as Colors (where components are `r`, `g`, `b`),
    + * Numbers, and setting from other TypedArrays.
    + *
    + * @author Luke Moody
    + * @constructor
    + * @param {Function} TypedArrayConstructor The constructor to use (Float32Array, Uint8Array, etc.)
    + * @param {Number} size                 The size of the array to create
    + * @param {Number} componentSize        The number of components per-value (ie. 3 for a vec3, 9 for a Mat3, etc.)
    + * @param {Number} indexOffset          The index in the array from which to start assigning values. Default `0` if none provided
    + */
    +export default class TypedArrayHelper {
    +	constructor( TypedArrayConstructor, size, componentSize, indexOffset ) {
    +		this.componentSize = componentSize || 1;
    +		this.size = ( size || 1 );
    +		this.TypedArrayConstructor = TypedArrayConstructor || Float32Array;
    +		this.array = new TypedArrayConstructor( size * this.componentSize );
    +		this.indexOffset = indexOffset || 0;
    +	}
    +
    +	/**
    +	 * Sets the size of the internal array.
    +	 *
    +	 * Delegates to `this.shrink` or `this.grow` depending on size
    +	 * argument's relation to the current size of the internal array.
    +	 *
    +	 * Note that if the array is to be shrunk, data will be lost.
    +	 *
    +	 * @param {Number} size The new size of the array.
    +	 */
    +	setSize( s, noComponentMultiply ) {
    +		const currentArraySize = this.array.length;
    +		let size = s;
    +
    +		if ( !noComponentMultiply ) {
    +			size = size * this.componentSize;
    +		}
    +
    +		if ( size < currentArraySize ) {
    +			return this.shrink( size );
    +		}
    +		else if ( size > currentArraySize ) {
    +			return this.grow( size );
    +		}
    +		else {
    +			console.info( 'TypedArray is already of size:', size + '.', 'Will not resize.' );
    +		}
    +	}
    +
    +	/**
    +	 * Shrinks the internal array.
    +	 *
    +	 * @param  {Number} size The new size of the typed array. Must be smaller than `this.array.length`.
    +	 * @return {SPE.TypedArrayHelper}      Instance of this class.
    +	 */
    +	shrink( size ) {
    +		this.array = this.array.subarray( 0, size );
    +		this.size = size;
    +		return this;
    +	}
    +
    +	/**
    +	 * Grows the internal array.
    +	 * @param  {Number} size The new size of the typed array. Must be larger than `this.array.length`.
    +	 * @return {SPE.TypedArrayHelper}      Instance of this class.
    +	 */
    +	grow( size ) {
    +		const newArray = new this.TypedArrayConstructor( size );
    +
    +		newArray.set( this.array );
    +		this.array = newArray;
    +		this.size = size;
    +
    +		return this;
    +	}
    +
    +
    +	/**
    +	 * Perform a splice operation on this array's buffer.
    +	 * @param  {Number} start The start index of the splice. Will be multiplied by the number of components for this attribute.
    +	 * @param  {Number} end The end index of the splice. Will be multiplied by the number of components for this attribute.
    +	 * @returns {Object} The SPE.TypedArrayHelper instance.
    +	 */
    +	splice( start, end ) {
    +		const _start = start * this.componentSize,
    +			_end = end * this.componentSize;
    +
    +		const data = [],
    +			array = this.array,
    +			size = array.length;
    +
    +		for ( let i = 0; i < size; ++i ) {
    +			if ( i < _start || i >= _end ) {
    +				data.push( array[ i ] );
    +			}
    + +
  • + + +
  • +
    + +
    + +
    +

    array[ i ] = 0;

    + +
    + +
    		}
    +
    +		this.setFromArray( 0, data );
    +
    +		return this;
    +	}
    +
    +
    +	/**
    +	 * Copies from the given TypedArray into this one, using the index argument
    +	 * as the start position. Alias for `TypedArray.set`. Will automatically resize
    +	 * if the given source array is of a larger size than the internal array.
    +	 *
    +	 * @param {Number} index      The start position from which to copy into this array.
    +	 * @param {TypedArray} array The array from which to copy; the source array.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setFromArray( index, array ) {
    +		const sourceArraySize = array.length,
    +			newSize = index + sourceArraySize;
    +
    +		if ( newSize > this.array.length ) {
    +			this.grow( newSize );
    +		}
    +		else if ( newSize < this.array.length ) {
    +			this.shrink( newSize );
    +		}
    +
    +		this.array.set( array, this.indexOffset + index );
    +
    +		return this;
    +	}
    +
    +	/**
    +	 * Set a Vector2 value at `index`.
    +	 *
    +	 * @param {Number} index The index at which to set the vec2 values from.
    +	 * @param {Vector2} vec2  Any object that has `x` and `y` properties.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setVec2( index, vec2 ) {
    +		return this.setVec2Components( index, vec2.x, vec2.y );
    +	}
    +
    +	/**
    +	 * Set a Vector2 value using raw components.
    +	 *
    +	 * @param {Number} index The index at which to set the vec2 values from.
    +	 * @param {Number} x     The Vec2's `x` component.
    +	 * @param {Number} y     The Vec2's `y` component.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setVec2Components( index, x, y ) {
    +		const array = this.array,
    +			i = this.indexOffset + ( index * this.componentSize );
    +
    +		array[ i ] = x;
    +		array[ i + 1 ] = y;
    +		return this;
    +	}
    +
    +	/**
    +	 * Set a Vector3 value at `index`.
    +	 *
    +	 * @param {Number} index The index at which to set the vec3 values from.
    +	 * @param {Vector3} vec2  Any object that has `x`, `y`, and `z` properties.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setVec3( index, vec3 ) {
    +		return this.setVec3Components( index, vec3.x, vec3.y, vec3.z );
    +	}
    +
    +	/**
    +	 * Set a Vector3 value using raw components.
    +	 *
    +	 * @param {Number} index The index at which to set the vec3 values from.
    +	 * @param {Number} x     The Vec3's `x` component.
    +	 * @param {Number} y     The Vec3's `y` component.
    +	 * @param {Number} z     The Vec3's `z` component.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setVec3Components( index, x, y, z ) {
    +		const array = this.array,
    +			i = this.indexOffset + ( index * this.componentSize );
    +
    +		array[ i ] = x;
    +		array[ i + 1 ] = y;
    +		array[ i + 2 ] = z;
    +		return this;
    +	}
    +
    +	/**
    +	 * Set a Vector4 value at `index`.
    +	 *
    +	 * @param {Number} index The index at which to set the vec4 values from.
    +	 * @param {Vector4} vec2  Any object that has `x`, `y`, `z`, and `w` properties.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setVec4( index, vec4 ) {
    +		return this.setVec4Components( index, vec4.x, vec4.y, vec4.z, vec4.w );
    +	}
    +
    +	/**
    +	 * Set a Vector4 value using raw components.
    +	 *
    +	 * @param {Number} index The index at which to set the vec4 values from.
    +	 * @param {Number} x     The Vec4's `x` component.
    +	 * @param {Number} y     The Vec4's `y` component.
    +	 * @param {Number} z     The Vec4's `z` component.
    +	 * @param {Number} w     The Vec4's `w` component.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setVec4Components( index, x, y, z, w ) {
    +		const array = this.array,
    +			i = this.indexOffset + ( index * this.componentSize );
    +
    +		array[ i ] = x;
    +		array[ i + 1 ] = y;
    +		array[ i + 2 ] = z;
    +		array[ i + 3 ] = w;
    +		return this;
    +	}
    +
    +	/**
    +	 * Set a Matrix3 value at `index`.
    +	 *
    +	 * @param {Number} index The index at which to set the matrix values from.
    +	 * @param {Matrix3} mat3 The 3x3 matrix to set from. Must have a TypedArray property named `elements` to copy from.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setMat3( index, mat3 ) {
    +		return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat3.elements );
    +	}
    +
    +	/**
    +	 * Set a Matrix4 value at `index`.
    +	 *
    +	 * @param {Number} index The index at which to set the matrix values from.
    +	 * @param {Matrix4} mat3 The 4x4 matrix to set from. Must have a TypedArray property named `elements` to copy from.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setMat4( index, mat4 ) {
    +		return this.setFromArray( this.indexOffset + ( index * this.componentSize ), mat4.elements );
    +	}
    +
    +	/**
    +	 * Set a Color value at `index`.
    +	 *
    +	 * @param {Number} index The index at which to set the vec3 values from.
    +	 * @param {Color} color  Any object that has `r`, `g`, and `b` properties.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setColor( index, color ) {
    +		return this.setVec3Components( index, color.r, color.g, color.b );
    +	}
    +
    +	/**
    +	 * Set a Number value at `index`.
    +	 *
    +	 * @param {Number} index The index at which to set the vec3 values from.
    +	 * @param {Number} numericValue  The number to assign to this index in the array.
    +	 * @return {SPE.TypedArrayHelper} Instance of this class.
    +	 */
    +	setNumber( index, numericValue ) {
    +		this.array[ this.indexOffset + ( index * this.componentSize ) ] = numericValue;
    +		return this;
    +	}
    +
    +	/**
    +	 * Returns the value of the array at the given index, taking into account
    +	 * the `indexOffset` property of this class.
    +	 *
    +	 * Note that this function ignores the component size and will just return a
    +	 * single value.
    +	 *
    +	 * @param  {Number} index The index in the array to fetch.
    +	 * @return {Number}       The value at the given index.
    +	 */
    +	getValueAtIndex( index ) {
    +		return this.array[ this.indexOffset + index ];
    +	}
    +
    +	/**
    +	 * Returns the component value of the array at the given index, taking into account
    +	 * the `indexOffset` property of this class.
    +	 *
    +	 * If the componentSize is set to 3, then it will return a new TypedArray
    +	 * of length 3.
    +	 *
    +	 * @param  {Number} index The index in the array to fetch.
    +	 * @return {TypedArray}       The component value at the given index.
    +	 */
    +	getComponentValueAtIndex( index ) {
    +		return this.array.subarray( this.indexOffset + ( index * this.componentSize ) );
    +	}
    +}
    + +
  • + +
+
+ + diff --git a/docs/source/src/shaders/shaderChunks.html b/docs/source/src/shaders/shaderChunks.html new file mode 100644 index 0000000..b9939e7 --- /dev/null +++ b/docs/source/src/shaders/shaderChunks.html @@ -0,0 +1,508 @@ + + + + + shaderChunks.js + + + + + +
+
+ + + +
    + +
  • +
    +

    shaderChunks.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    export default {
    + +
  • + + +
  • +
    + +
    + +
    +

    Register color-packing define statements.

    + +
    + +
    	defines: [
    +		'#define PACKED_COLOR_SIZE 256.0',
    +		'#define PACKED_COLOR_DIVISOR 255.0',
    +	].join( '\n' ),
    + +
  • + + +
  • +
    + +
    + +
    +

    All uniforms used by vertex / fragment shaders

    + +
    + +
    	uniforms: [
    +		'uniform float deltaTime;',
    +		'uniform float runTime;',
    +		'uniform sampler2D tex;',
    +		'uniform vec4 textureAnimation;',
    +		'uniform float scale;',
    +	].join( '\n' ),
    + +
  • + + +
  • +
    + +
    + +
    +

    All attributes used by the vertex shader.

    +

    Note that some attributes are squashed into other ones:

    +
      +
    • Drag is acceleration.w
    • +
    + +
    + +
    	attributes: [
    +		'attribute vec4 acceleration;',
    +		'attribute vec3 velocity;',
    +		'attribute vec4 rotation;',
    +		'attribute vec3 rotationCenter;',
    +		'attribute vec4 params;',
    +		'attribute vec4 size;',
    +		'attribute vec4 angle;',
    +		'attribute vec4 color;',
    +		'attribute vec4 opacity;',
    +	].join( '\n' ),
    + +
  • + + +
  • +
    + +
    + +
    + +
    + +
    	varyings: [
    +		'varying vec4 vColor;',
    +		'#ifdef SHOULD_ROTATE_TEXTURE',
    +		'    varying float vAngle;',
    +		'#endif',
    +
    +		'#ifdef SHOULD_CALCULATE_SPRITE',
    +		'    varying vec4 vSpriteSheet;',
    +		'#endif',
    +	].join( '\n' ),
    + +
  • + + +
  • +
    + +
    + +
    +

    Branch-avoiding comparison fns

    + + +
    + +
    	branchAvoidanceFunctions: [
    +		'float when_gt(float x, float y) {',
    +		'    return max(sign(x - y), 0.0);',
    +		'}',
    +
    +		'float when_lt(float x, float y) {',
    +		'    return min( max(1.0 - sign(x - y), 0.0), 1.0 );',
    +		'}',
    +
    +		'float when_eq( float x, float y ) {',
    +		'    return 1.0 - abs( sign( x - y ) );',
    +		'}',
    +
    +		'float when_ge(float x, float y) {',
    +		'  return 1.0 - when_lt(x, y);',
    +		'}',
    +
    +		'float when_le(float x, float y) {',
    +		'  return 1.0 - when_gt(x, y);',
    +		'}',
    + +
  • + + +
  • +
    + +
    + +
    +

    Branch-avoiding logical operators +(to be used with above comparison fns)

    + +
    + +
    		'float and(float a, float b) {',
    +		'    return a * b;',
    +		'}',
    +
    +		'float or(float a, float b) {',
    +		'    return min(a + b, 1.0);',
    +		'}',
    +	].join( '\n' ),
    + +
  • + + +
  • + + +
    	unpackColor: [
    +		'vec3 unpackColor( in float hex ) {',
    +		'   vec3 c = vec3( 0.0 );',
    +
    +		'   float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
    +		'   float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
    +		'   float b = mod( hex, PACKED_COLOR_SIZE );',
    +
    +		'   c.r = r / PACKED_COLOR_DIVISOR;',
    +		'   c.g = g / PACKED_COLOR_DIVISOR;',
    +		'   c.b = b / PACKED_COLOR_DIVISOR;',
    +
    +		'   return c;',
    +		'}',
    +	].join( '\n' ),
    +
    +	unpackRotationAxis: [
    +		'vec3 unpackRotationAxis( in float hex ) {',
    +		'   vec3 c = vec3( 0.0 );',
    +
    +		'   float r = mod( (hex / PACKED_COLOR_SIZE / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
    +		'   float g = mod( (hex / PACKED_COLOR_SIZE), PACKED_COLOR_SIZE );',
    +		'   float b = mod( hex, PACKED_COLOR_SIZE );',
    +
    +		'   c.r = r / PACKED_COLOR_DIVISOR;',
    +		'   c.g = g / PACKED_COLOR_DIVISOR;',
    +		'   c.b = b / PACKED_COLOR_DIVISOR;',
    +
    +		'   c *= vec3( 2.0 );',
    +		'   c -= vec3( 1.0 );',
    +
    +		'   return c;',
    +		'}',
    +	].join( '\n' ),
    +
    +	floatOverLifetime: [
    +		'float getFloatOverLifetime( in float positionInTime, in vec4 attr ) {',
    +		'    highp float value = 0.0;',
    +		'    float deltaAge = positionInTime * float( VALUE_OVER_LIFETIME_LENGTH - 1 );',
    +		'    float fIndex = 0.0;',
    +		'    float shouldApplyValue = 0.0;',
    + +
  • + + +
  • +
    + +
    + +
    +

    This might look a little odd, but it’s faster in the testing I’ve done than using branches. +Uses basic maths to avoid branching.

    +

    Take a look at the branch-avoidance functions defined above, +and be sure to check out The Orange Duck site where I got this +from (link above).

    + +
    + +
  • + + +
  • +
    + +
    + +
    +

    Fix for static emitters (age is always zero).

    + +
    + +
    		'    value += attr[ 0 ] * when_eq( deltaAge, 0.0 );',
    +		'',
    +		'    for( int i = 0; i < VALUE_OVER_LIFETIME_LENGTH - 1; ++i ) {',
    +		'       fIndex = float( i );',
    +		'       shouldApplyValue = and( when_gt( deltaAge, fIndex ), when_le( deltaAge, fIndex + 1.0 ) );',
    +		'       value += shouldApplyValue * mix( attr[ i ], attr[ i + 1 ], deltaAge - fIndex );',
    +		'    }',
    +		'',
    +		'    return value;',
    +		'}',
    +	].join( '\n' ),
    +
    +	colorOverLifetime: [
    +		'vec3 getColorOverLifetime( in float positionInTime, in vec3 color1, in vec3 color2, in vec3 color3, in vec3 color4 ) {',
    +		'    vec3 value = vec3( 0.0 );',
    +		'    value.x = getFloatOverLifetime( positionInTime, vec4( color1.x, color2.x, color3.x, color4.x ) );',
    +		'    value.y = getFloatOverLifetime( positionInTime, vec4( color1.y, color2.y, color3.y, color4.y ) );',
    +		'    value.z = getFloatOverLifetime( positionInTime, vec4( color1.z, color2.z, color3.z, color4.z ) );',
    +		'    return value;',
    +		'}',
    +	].join( '\n' ),
    +
    +	paramFetchingFunctions: [
    +		'float getAlive() {',
    +		'   return params.x;',
    +		'}',
    +
    +		'float getAge() {',
    +		'   return params.y;',
    +		'}',
    +
    +		'float getMaxAge() {',
    +		'   return params.z;',
    +		'}',
    +
    +		'float getWiggle() {',
    +		'   return params.w;',
    +		'}',
    +	].join( '\n' ),
    +
    +	forceFetchingFunctions: [
    +		'vec4 getPosition( in float age ) {',
    +		'   return modelViewMatrix * vec4( position, 1.0 );',
    +		'}',
    +
    +		'vec3 getVelocity( in float age ) {',
    +		'   return velocity * age;',
    +		'}',
    +
    +		'vec3 getAcceleration( in float age ) {',
    +		'   return acceleration.xyz * age;',
    +		'}',
    +	].join( '\n' ),
    +
    +
    +	rotationFunctions: [
    + +
  • + + +
  • + + +
    		'#ifdef SHOULD_ROTATE_PARTICLES',
    +		'   mat4 getRotationMatrix( in vec3 axis, in float angle) {',
    +		'       axis = normalize(axis);',
    +		'       float s = sin(angle);',
    +		'       float c = cos(angle);',
    +		'       float oc = 1.0 - c;',
    +		'',
    +		'       return mat4(oc * axis.x * axis.x + c,           oc * axis.x * axis.y - axis.z * s,  oc * axis.z * axis.x + axis.y * s,  0.0,',
    +		'                   oc * axis.x * axis.y + axis.z * s,  oc * axis.y * axis.y + c,           oc * axis.y * axis.z - axis.x * s,  0.0,',
    +		'                   oc * axis.z * axis.x - axis.y * s,  oc * axis.y * axis.z + axis.x * s,  oc * axis.z * axis.z + c,           0.0,',
    +		'                   0.0,                                0.0,                                0.0,                                1.0);',
    +		'   }',
    +		'',
    +		'   vec3 getRotation( in vec3 pos, in float positionInTime ) {',
    +		'      if( rotation.y == 0.0 ) {',
    +		'           return pos;',
    +		'      }',
    +		'',
    +		'      vec3 axis = unpackRotationAxis( rotation.x );',
    +		'      vec3 center = rotationCenter;',
    +		'      vec3 translated;',
    +		'      mat4 rotationMatrix;',
    +
    +		'      float angle = 0.0;',
    +		'      angle += when_eq( rotation.z, 0.0 ) * rotation.y;',
    +		'      angle += when_gt( rotation.z, 0.0 ) * mix( 0.0, rotation.y, positionInTime );',
    +		'      translated = rotationCenter - pos;',
    +		'      rotationMatrix = getRotationMatrix( axis, angle );',
    +		'      return center - vec3( rotationMatrix * vec4( translated, 0.0 ) );',
    +		'   }',
    +		'#endif',
    +	].join( '\n' ),
    + +
  • + + +
  • +
    + +
    + +
    +

    Fragment chunks

    + +
    + +
    	rotateTexture: [
    +		'    vec2 vUv = vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );',
    +		'',
    +		'    #ifdef SHOULD_ROTATE_TEXTURE',
    +		'       float x = gl_PointCoord.x - 0.5;',
    +		'       float y = 1.0 - gl_PointCoord.y - 0.5;',
    +		'       float c = cos( -vAngle );',
    +		'       float s = sin( -vAngle );',
    +
    +		'       vUv = vec2( c * x + s * y + 0.5, c * y - s * x + 0.5 );',
    +		'    #endif',
    +		'',
    + +
  • + + +
  • +
    + +
    + +
    +

    Spritesheets overwrite angle calculations.

    + +
    + +
    		'    #ifdef SHOULD_CALCULATE_SPRITE',
    +		'        float framesX = vSpriteSheet.x;',
    +		'        float framesY = vSpriteSheet.y;',
    +		'        float columnNorm = vSpriteSheet.z;',
    +		'        float rowNorm = vSpriteSheet.w;',
    +
    +		'        vUv.x = gl_PointCoord.x * framesX + columnNorm;',
    +		'        vUv.y = 1.0 - (gl_PointCoord.y * framesY + rowNorm);',
    +		'    #endif',
    +
    +		'',
    +		'    vec4 rotatedTexture = texture2D( tex, vUv );',
    +	].join( '\n' ),
    +};
    + +
  • + +
+
+ + diff --git a/docs/source/src/shaders/shaders.html b/docs/source/src/shaders/shaders.html new file mode 100644 index 0000000..226f42f --- /dev/null +++ b/docs/source/src/shaders/shaders.html @@ -0,0 +1,491 @@ + + + + + shaders.js + + + + + +
+
+ + + +
    + +
  • +
    +

    shaders.js

    +
    +
  • + + + +
  • +
    + +
    + +
    + +
    + +
    import * as THREE from 'three';
    +import shaderChunks from './shaderChunks';
    +
    +export default {
    +	vertex: [
    +		shaderChunks.defines,
    +		shaderChunks.uniforms,
    +		shaderChunks.attributes,
    +		shaderChunks.varyings,
    +
    +		THREE.ShaderChunk.common,
    +		THREE.ShaderChunk.logdepthbuf_pars_vertex,
    +		THREE.ShaderChunk.fog_pars_vertex,
    +
    +		shaderChunks.branchAvoidanceFunctions,
    +		shaderChunks.unpackColor,
    +		shaderChunks.unpackRotationAxis,
    +		shaderChunks.floatOverLifetime,
    +		shaderChunks.colorOverLifetime,
    +		shaderChunks.paramFetchingFunctions,
    +		shaderChunks.forceFetchingFunctions,
    +		shaderChunks.rotationFunctions,
    +
    +		'void main() {',
    + +
  • + + +
  • +
    + +
    + +
    +

    Setup…

    + +
    + +
    		'    highp float age = getAge();',
    +		'    highp float alive = getAlive();',
    +		'    highp float maxAge = getMaxAge();',
    +		'    highp float positionInTime = (age / maxAge);',
    +		'    highp float isAlive = when_gt( alive, 0.0 );',
    +
    +		'    #ifdef SHOULD_WIGGLE_PARTICLES',
    +		'        float wiggleAmount = positionInTime * getWiggle();',
    +		'        float wiggleSin = isAlive * sin( wiggleAmount );',
    +		'        float wiggleCos = isAlive * cos( wiggleAmount );',
    +		'    #endif',
    + +
  • + + +
  • +
    + +
    + +
    +

    Forces

    + +
    + +
  • + + +
  • +
    + +
    + +
    +

    Get forces & position

    + +
    + +
    		'    vec3 vel = getVelocity( age );',
    +		'    vec3 accel = getAcceleration( age );',
    +		'    vec3 force = vec3( 0.0 );',
    +		'    vec3 pos = vec3( position );',
    + +
  • + + +
  • +
    + +
    + +
    +

    Calculate the required drag to apply to the forces.

    + +
    + +
    		'    float drag = 1.0 - (positionInTime * 0.5) * acceleration.w;',
    + +
  • + + +
  • +
    + +
    + +
    +

    Integrate forces…

    + +
    + +
    		'    force += vel;',
    +		'    force *= drag;',
    +		'    force += accel * age;',
    +		'    pos += force;',
    + +
  • + + +
  • +
    + +
    + +
    +

    Wiggly wiggly wiggle!

    + +
    + +
    		'    #ifdef SHOULD_WIGGLE_PARTICLES',
    +		'        pos.x += wiggleSin;',
    +		'        pos.y += wiggleCos;',
    +		'        pos.z += wiggleSin;',
    +		'    #endif',
    + +
  • + + +
  • +
    + +
    + +
    +

    Rotate the emitter around it’s central point

    + +
    + +
    		'    #ifdef SHOULD_ROTATE_PARTICLES',
    +		'        pos = getRotation( pos, positionInTime );',
    +		'    #endif',
    + +
  • + + +
  • +
    + +
    + +
    +

    Convert pos to a world-space value

    + +
    + +
    		'    vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );',
    + +
  • + + +
  • +
    + +
    + +
    +

    Determine point size.

    + +
    + +
    		'    highp float pointSize = getFloatOverLifetime( positionInTime, size ) * isAlive;',
    + +
  • + + +
  • +
    + +
    + +
    +

    Determine perspective

    + +
    + +
    		'    #ifdef HAS_PERSPECTIVE',
    +		'        float perspective = scale / length( mvPosition.xyz );',
    +		'    #else',
    +		'        float perspective = 1.0;',
    +		'    #endif',
    + +
  • + + +
  • +
    + +
    + +
    +

    Apply perpective to pointSize value

    + +
    + +
    		'    float pointSizePerspective = pointSize * perspective;',
    + +
  • + + +
  • +
    + +
    + +
    +

    Appearance

    + +
    + +
  • + + +
  • +
    + +
    + +
    +

    Determine color and opacity for this particle

    + +
    + +
    		'    #ifdef COLORIZE',
    +		'       vec3 c = isAlive * getColorOverLifetime(',
    +		'           positionInTime,',
    +		'           unpackColor( color.x ),',
    +		'           unpackColor( color.y ),',
    +		'           unpackColor( color.z ),',
    +		'           unpackColor( color.w )',
    +		'       );',
    +		'    #else',
    +		'       vec3 c = vec3(1.0);',
    +		'    #endif',
    +
    +		'    float o = isAlive * getFloatOverLifetime( positionInTime, opacity );',
    + +
  • + + +
  • +
    + +
    + +
    +

    Assign color to vColor varying.

    + +
    + +
    		'    vColor = vec4( c, o );',
    + +
  • + + +
  • +
    + +
    + +
    +

    Determine angle

    + +
    + +
    		'    #ifdef SHOULD_ROTATE_TEXTURE',
    +		'        vAngle = isAlive * getFloatOverLifetime( positionInTime, angle );',
    +		'    #endif',
    + +
  • + + +
  • +
    + +
    + +
    +

    If this particle is using a sprite-sheet as a texture, we’ll have to figure out +what frame of the texture the particle is using at it’s current position in time.

    + +
    + +
    		'    #ifdef SHOULD_CALCULATE_SPRITE',
    +		'        float framesX = textureAnimation.x;',
    +		'        float framesY = textureAnimation.y;',
    +		'        float loopCount = textureAnimation.w;',
    +		'        float totalFrames = textureAnimation.z;',
    +		'        float frameNumber = mod( (positionInTime * loopCount) * totalFrames, totalFrames );',
    +
    +		'        float column = floor(mod( frameNumber, framesX ));',
    +		'        float row = floor( (frameNumber - column) / framesX );',
    +
    +		'        float columnNorm = column / framesX;',
    +		'        float rowNorm = row / framesY;',
    +
    +		'        vSpriteSheet.x = 1.0 / framesX;',
    +		'        vSpriteSheet.y = 1.0 / framesY;',
    +		'        vSpriteSheet.z = columnNorm;',
    +		'        vSpriteSheet.w = rowNorm;',
    +		'    #endif',
    + +
  • + + +
  • +
    + +
    + +
    +

    Write values

    + +
    + +
  • + + +
  • +
    + +
    + +
    +

    Set PointSize according to size at current point in time.

    + +
    + +
    		'    gl_PointSize = pointSizePerspective;',
    +		'    gl_Position = projectionMatrix * mvPosition;',
    +
    +		THREE.ShaderChunk.logdepthbuf_vertex,
    +		THREE.ShaderChunk.fog_vertex,
    +
    +		'}',
    +	].join( '\n' ),
    +
    +	fragment: [
    +		shaderChunks.uniforms,
    +
    +		THREE.ShaderChunk.common,
    +		THREE.ShaderChunk.fog_pars_fragment,
    +		THREE.ShaderChunk.logdepthbuf_pars_fragment,
    +
    +		shaderChunks.varyings,
    +
    +		shaderChunks.branchAvoidanceFunctions,
    +
    +		'void main() {',
    +		'    vec3 outgoingLight = vColor.xyz;',
    +		'    ',
    +		'    #ifdef ALPHATEST',
    +		'       if ( vColor.w < float(ALPHATEST) ) discard;',
    +		'    #endif',
    +
    +		shaderChunks.rotateTexture,
    +
    +		THREE.ShaderChunk.logdepthbuf_fragment,
    +
    +		'    outgoingLight = vColor.xyz * rotatedTexture.xyz;',
    +		'    gl_FragColor = vec4( outgoingLight.xyz, rotatedTexture.w * vColor.w );',
    +
    +		THREE.ShaderChunk.fog_fragment,
    +
    +		'}',
    +	].join( '\n' ),
    +};
    + +
  • + +
+
+ + diff --git a/examples/activeMultiplier.html b/examples/activeMultiplier.html index f0722b6..8e929b3 100644 --- a/examples/activeMultiplier.html +++ b/examples/activeMultiplier.html @@ -13,9 +13,9 @@ - + - + + - + + - + + - + + - + + - + + - + + - + + - + + - + + - + + - + - + - +