mkjs/code/particles/nitroEmitter.js

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//
// nitroEmitter.js
//--------------------
// Implemtents the generic nitro particle emitter.
// by riperiperi
//
window.NitroEmitter = function(scene, targ, emitterID, vector, offset) {
var t = this;
t.update = update;
t.draw = draw;
var pRes = scene.gameRes.RaceEffect;
var emitter = (emitterID == -1)?null:pRes.particles[emitterID];
t.attached = targ; //an entity with pos and vel.
if (vector == null) vector = [0, 1, 0];
if (offset == null) offset = [0,0,0];
t.offset = offset;
t.vector = vector;
t.pctParticle = 0;
t.time = 0;
t.dead = false;
t.curPrio = 0;
t.doNotDelete = (emitter == null);
t.pause = false;
t.setEmitter = setEmitter;
t.clearEmitter = clearEmitter;
var particleList = [emitterID, -1, -1, -1];
function setEmitter(emitterID, prio) {
particleList[prio] = emitterID;
if (t.curPrio <= prio) {
//activate this emitter immediately.
t.curPrio = prio;
t.dead = false;
emitter = pRes.particles[emitterID];
t.time = 0;
}
}
function clearEmitter(prio) {
//if (t.curPrio > prio) return; //this emitter cannot be unset
if (prio == t.curPrio) {
findNextEmitter();
} else {
particleList[prio] = -1;
}
}
function findNextEmitter() {
particleList[t.curPrio] = -1;
var em = t.curPrio-1;
while (em >= 0) {
if (particleList[em] != -1) {
t.dead = false;
emitter = pRes.particles[particleList[em]];
t.time = 0;
t.curPrio = em;
return;
}
em--;
}
if (em == -1) {
t.curPrio = 0;
emitter = null;
dead = true;
}
t.curPrio = em;
}
function update(scene) {
if (emitter == null || t.dead || t.pause) return;
if ((t.time % (emitter.frequency)) == 0 && t.time >= emitter.delay) {
//should we create new particles? fractional logic for doing this
t.pctParticle += emitter.particleChance;
while (t.pctParticle >= 1) {
var attach = (emitter.flag & 0x8000) > 0;
t.pctParticle -= 1;
//create a new particle
//TODO: make these transform with the target's world matrix
var pos = vec3.create();
//add offset
vec3.add(pos, pos, t.offset);
//add emitter properties
vec3.add(pos, pos, emitter.position);
var spread = [Math.random()*2-1, Math.random()*2-1, Math.random()*2-1];
var spreadMode = (emitter.flag & 0xF);
if (spreadMode == 2) {
spread[1] = 0; //spread is only in xz direction
}
vec3.normalize(spread, spread);
if (spreadMode == 0) {
spread = [0,0,0];
}
vec3.scale(spread, spread, Math.random()*emitter.areaSpread*2);
vec3.add(pos, pos, spread);
vec3.scale(pos, pos, 16);
if (!attach) {
if (targ.mat != null) {
vec3.transformMat4(pos, pos, targ.mat);
} else {
vec3.add(pos, pos, targ.pos);
}
}
//inherit velocity
var vel = (attach)?vec3.create():vec3.clone(targ.vel);
vec3.scale(vel, vel, 1/32);
var vector = vec3.clone(t.vector);
if (!attach) {
if (targ.mat != null) {
//tranform our vector by the target matrix
var mat = targ.mat;
var org = [];
mat4.getTranslation(org, mat);
mat[12] = 0;
mat[13] = 0;
mat[14] = 0;
vec3.transformMat4(vector, vector, mat);
mat[12] = org[0];
mat[13] = org[1];
mat[14] = org[2];
}
}
vec3.normalize(vector, vector);
vec3.add(vel, vel, vec3.scale([], vector, emitter.velocity));
var xz = [Math.random()*2-1, 0, Math.random()*2-1];
vec3.normalize(xz, xz);
vec3.scale(xz, xz, Math.random()*emitter.randomxz);
vec3.add(vel, vel, xz);
var rotVel = ((emitter.rotVelFrom + ((Math.random()*emitter.rotVelTo-emitter.rotVelFrom) | 0))/65535) * Math.PI*2;
var dir = ((emitter.flag & 0x2000) > 0)?(Math.random()*Math.PI*2):0;
var duration = emitter.duration + emitter.duration * emitter.varDuration/0xFF * (Math.random() * 2 - 1);
var scaleMod = (emitter.varScale/0xFF * (Math.random() * 2 - 1)) + 1;
var scale = [scaleMod * emitter.size, scaleMod * emitter.size * emitter.aspect];
var particle = new NitroParticle(scene, emitter, pos, vel, dir, rotVel, duration, scale, (attach?t.attached:null));
particle.ovel = (attach)?vec3.create():vec3.scale([], targ.vel, 1/32);
scene.particles.push(particle);
}
var pos = vec3.clone(targ.pos);
}
t.time++;
if (t.time == emitter.emitterLifetime) {
t.dead = true;
if (!t.doNotDelete) scene.removeParticle(t);
else {
findNextEmitter();
}
}
}
function draw(view, pMatrix, gl) {
}
}