@newkrok/three-particles 0.0.1

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2021 Istvan Krisztian Somoracz
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # THREE Particles
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+ Particle sytem for ThreeJS
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+
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+ # THREE Particles Editor
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+ You can create your own particle effects with it's editor https://github.com/NewKrok/three-particles-editor
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+
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+ # Live demo
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+ https://newkrok.com/three-particles-editor/index.html
package/package.json ADDED
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+ {
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+ "name": "@newkrok/three-particles",
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+ "version": "0.0.1",
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+ "description": "Particle system for ThreeJS",
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+ "main": "src/js/three-particles.js",
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+ "bin": {
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+ "three-particles": "src/js/three-particles.js"
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+ },
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+ "repository": {
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+ "type": "git",
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+ "url": "git+https://github.com/NewKrok/three-particles.git"
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+ },
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+ "keywords": [
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+ "threejs",
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+ "particles",
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+ "3d",
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+ "lib"
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+ ],
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+ "author": "Istvan Krisztian Somoracz",
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+ "license": "MIT",
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+ "bugs": {
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+ "url": "https://github.com/NewKrok/three-particles/issues"
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+ },
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+ "homepage": "https://github.com/NewKrok/three-particles#readme",
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+ "scripts": {
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+ "test": "echo \"Error: no test specified\" && exit 1"
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+ }
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+ }
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+ const ParticleSystemFragmentShader = `
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+ uniform sampler2D map;
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+ uniform float elapsed;
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+ uniform float fps;
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+ uniform vec2 tiles;
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+
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+ varying vec4 vColor;
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+ varying float vLifeTime;
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+ varying float vRotation;
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+
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+ void main()
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+ {
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+ gl_FragColor = vColor;
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+ float mid = 0.5;
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+
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+ float frameIndex = max(min(vLifeTime / 1000.0 * fps, tiles.x * tiles.y - 1.0), 0.0);
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+ float spriteXIndex = floor(mod(frameIndex, tiles.x));
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+ float spriteYIndex = floor(mod(frameIndex / tiles.y, tiles.y));
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+
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+ vec2 frameUV = vec2(
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+ gl_PointCoord.x / tiles.x + spriteXIndex / tiles.x,
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+ gl_PointCoord.y / tiles.y + spriteYIndex / tiles.y);
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+
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+ vec2 center = vec2(0.5, 0.5);
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+ vec2 centeredPoint = gl_PointCoord - center;
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+
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+ mat2 rotation = mat2(
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+ cos(vRotation), sin(vRotation),
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+ -sin(vRotation), cos(vRotation)
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+ );
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+
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+ centeredPoint = rotation * centeredPoint;
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+ vec2 centeredMiddlePoint = vec2(
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+ centeredPoint.x + center.x,
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+ centeredPoint.y + center.y
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+ );
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+
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+ float dist = distance(centeredMiddlePoint, center);
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+ if (dist > 0.5) discard;
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+
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+ vec2 uvPoint = vec2(
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+ centeredMiddlePoint.x / tiles.x + spriteXIndex / tiles.x,
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+ centeredMiddlePoint.y / tiles.y + spriteYIndex / tiles.y
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+ );
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+
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+ vec4 rotatedTexture = texture2D(map, uvPoint);
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+
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+ gl_FragColor = gl_FragColor * rotatedTexture;
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+ }
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+ `;
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+
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+ export default ParticleSystemFragmentShader;
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+ const ParticleSystemVertexShader = `
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+ attribute float startSize;
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+ attribute float colorR;
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+ attribute float colorG;
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+ attribute float colorB;
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+ attribute float colorA;
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+ attribute float lifeTime;
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+ attribute float rotation;
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+
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+ varying mat4 vPosition;
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+ varying vec4 vColor;
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+ varying float vLifeTime;
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+ varying float vRotation;
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+
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+ void main()
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+ {
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+ vColor = vec4(colorR, colorG, colorB, colorA);
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+ vLifeTime = lifeTime;
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+ vRotation = rotation;
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+
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+ vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
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+ gl_PointSize = startSize * (100.0 / length(mvPosition.xyz));
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+ gl_Position = projectionMatrix * mvPosition;
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+ }
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+ `
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+
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+ export default ParticleSystemVertexShader
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+ import * as THREE from "three/build/three.module.js";
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+
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+ import ParticleSystemFragmentShader from "./shaders/particle-system-fragment-shader.glsl.js";
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+ import ParticleSystemVertexShader from "./shaders/particle-system-vertex-shader.glsl.js";
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+
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+ // Float32Array is not enough accurate when we are storing timestamp in it so we just remove unnecessary time
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+ const float32Helper = 1638200000000;
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+
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+ let createdParticleSystems = [];
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+
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+ export const SimulationSpace = {
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+ LOCAL: "LOCAL",
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+ WORLD: "WORLD",
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+ };
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+
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+ export const Shape = {
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+ SPHERE: "SPHERE",
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+ CONE: "CONE",
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+ BOX: "BOX",
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+ CIRCLE: "CIRCLE",
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+ RECTANGLE: "RECTANGLE",
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+ };
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+
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+ const defaultTextureSheetAnimation = {
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+ tiles: new THREE.Vector2(1.0, 1.0),
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+ fps: 30.0,
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+ };
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+
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+ const createFloat32Attributes = ({
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+ geometry,
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+ propertyName,
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+ maxParticles,
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+ factory,
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+ }) => {
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+ geometry.setAttribute(
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+ propertyName,
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+ new THREE.BufferAttribute(
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+ new Float32Array(
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+ Array.from(
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+ { length: maxParticles },
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+ typeof factory === "function" ? factory : () => factory
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+ )
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+ ),
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+ 1
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+ )
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+ );
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+ };
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+
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+ const getRandomStartPositionByShape = ({ shape, radius, radiusThickness }) => {
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+ const position = new THREE.Vector3();
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+ switch (shape) {
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+ case Shape.SPHERE: {
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+ const u = Math.random();
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+ const v = Math.random();
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+ const randomizedDistanceRatio = Math.random();
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+ const theta = 2 * Math.PI * u;
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+ const phi = Math.acos(2 * v - 1);
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+ const xDirection = Math.sin(phi) * Math.cos(theta);
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+ const yDirection = Math.sin(phi) * Math.sin(theta);
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+ const zDirection = Math.cos(phi);
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+ const normalizedThickness = 1 - radiusThickness;
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+
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+ position.x =
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+ radius * normalizedThickness * xDirection +
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+ radius * radiusThickness * randomizedDistanceRatio * xDirection;
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+ position.y =
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+ radius * normalizedThickness * yDirection +
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+ radius * radiusThickness * randomizedDistanceRatio * yDirection;
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+ position.z =
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+ radius * normalizedThickness * zDirection +
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+ radius * radiusThickness * randomizedDistanceRatio * zDirection;
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+ break;
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+ }
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+ }
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+
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+ return position;
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+ };
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+
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+ export const createParticleSystem = ({
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+ duration = 5.0,
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+ looping = true,
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+ startDelay = { min: 0.0, max: 0.0 },
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+ startLifeTime = { min: 5.0, max: 5.0 },
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+ startSpeed = { min: 5.0, max: 5.0 },
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+ startSize = { min: 1.0, max: 1.0 },
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+ startRotation = { min: 0.0, max: 0.0 },
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+ startColor = {
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+ min: { r: 1.0, g: 1.0, b: 1.0 },
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+ max: { r: 1.0, g: 1.0, b: 1.0 },
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+ },
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+ startOpacity = { min: 1.0, max: 1.0 },
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+ gravity = 0.0,
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+ simulationSpace = SimulationSpace.LOCAL,
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+ maxParticles = 100,
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+ emission = {
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+ rateOverTime: 10.0,
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+ rateOverDistance: 0.0,
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+ },
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+ shape = {
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+ shape: Shape.SPHERE,
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+ radius: 1.0,
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+ radiusThickness: 1.0,
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+ arc: 360.0,
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+ },
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+ map,
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+ onUpdate = null,
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+ onComplete = null,
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+ textureSheetAnimation = defaultTextureSheetAnimation,
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+ }) => {
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+ const now = Date.now();
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+ const lastWorldPosition = new THREE.Vector3(-99999, -99999, -99999);
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+ const worldPositionChange = new THREE.Vector3();
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+ const generalData = { distanceFromLastEmitByDistance: 0 };
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+
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+ const normalizedStartDelay = { min: 0.0, max: 0.0, ...startDelay };
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+ const normalizedStartLifeTime = { min: 5.0, max: 5.0, ...startLifeTime };
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+ const normalizedStartSpeed = { min: 5.0, max: 5.0, ...startSpeed };
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+ const normalizedStartSize = { min: 1.0, max: 1.0, ...startSize };
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+ const normalizedStartRotation = { min: 0.0, max: 0.0, ...startRotation };
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+ const normalizedStartColor = {
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+ min: { r: 1.0, g: 1.0, b: 1.0, ...startColor.min },
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+ max: { r: 1.0, g: 1.0, b: 1.0, ...startColor.max },
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+ };
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+ const normalizedStartOpacity = { min: 0.0, max: 0.0, ...startOpacity };
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+ const normalizedEmission = {
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+ rateOverTime: 10.0,
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+ rateOverDistance: 0.0,
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+ ...emission,
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+ };
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+ const normalizedShape = {
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+ shape: Shape.SPHERE,
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+ radius: 1.0,
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+ radiusThickness: 1.0,
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+ arc: 360.0,
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+ ...shape,
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+ };
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+
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+ const rawUniforms = {
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+ ...defaultTextureSheetAnimation,
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+ ...textureSheetAnimation,
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+ };
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+ rawUniforms.tiles = rawUniforms.tiles
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+ ? rawUniforms.tiles
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+ : defaultTextureSheetAnimation.tiles;
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+
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+ const uniforms = Object.keys(rawUniforms).reduce(
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+ (prev, key) => ({
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+ ...prev,
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+ [key]: { value: rawUniforms[key] },
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+ }),
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+ {}
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+ );
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+
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+ const material = new THREE.ShaderMaterial({
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+ uniforms: {
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+ elapsed: {
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+ value: 0.0,
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+ },
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+ map: {
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+ value: map,
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+ },
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+ ...uniforms,
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+ },
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+ vertexShader: ParticleSystemVertexShader,
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+ fragmentShader: ParticleSystemFragmentShader,
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+ transparent: true,
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+ blending: THREE.AdditiveBlending,
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+ depthTest: true,
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+ depthWrite: false,
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+ });
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+
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+ const geometry = new THREE.BufferGeometry();
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+
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+ const startPosition = getRandomStartPositionByShape(normalizedShape);
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+ geometry.setFromPoints(
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+ Array.from({ length: maxParticles }, () => ({ ...startPosition }))
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+ );
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+
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+ const createFloat32AttributesRequest = (propertyName, factory) => {
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+ createFloat32Attributes({
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+ geometry,
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+ propertyName,
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+ maxParticles,
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+ factory,
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+ });
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+ };
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+
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+ createFloat32AttributesRequest("isActive", false);
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+ createFloat32AttributesRequest("creationTime", 0);
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+ createFloat32AttributesRequest("lifeTime", 0);
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+ createFloat32AttributesRequest("startLifeTime", () =>
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+ THREE.MathUtils.randFloat(
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+ normalizedStartLifeTime.min,
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+ normalizedStartLifeTime.max
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+ )
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+ );
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+ const randomizedSpeed = THREE.MathUtils.randFloat(
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+ normalizedStartSpeed.min,
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+ normalizedStartSpeed.max
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+ );
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+ const speedMultiplierByPosition = startPosition.length() / 1;
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+ createFloat32AttributesRequest(
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+ "velocityX",
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+ () => startPosition.x * speedMultiplierByPosition * randomizedSpeed
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+ );
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+ createFloat32AttributesRequest(
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+ "velocityY",
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+ () => startPosition.y * speedMultiplierByPosition * randomizedSpeed
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+ );
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+ createFloat32AttributesRequest(
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+ "velocityZ",
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+ () => startPosition.z * speedMultiplierByPosition * randomizedSpeed
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+ );
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+
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+ createFloat32AttributesRequest("opacity", 0);
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+
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+ createFloat32Attributes({
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+ geometry,
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+ propertyName: "rotation",
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+ maxParticles,
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+ factory: () =>
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+ THREE.Math.degToRad(
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+ THREE.MathUtils.randFloat(
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+ normalizedStartRotation.min,
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+ normalizedStartRotation.max
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+ )
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+ ),
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+ });
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+
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+ createFloat32Attributes({
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+ geometry,
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+ propertyName: "startSize",
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+ maxParticles,
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+ factory: () =>
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+ THREE.MathUtils.randFloat(
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+ normalizedStartSize.min,
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+ normalizedStartSize.max
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+ ),
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+ });
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+
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+ createFloat32AttributesRequest("rotation", 0);
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+
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+ const colorRandomRatio = Math.random();
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+ createFloat32AttributesRequest(
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+ "colorR",
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+ () =>
247
+ normalizedStartColor.min.r +
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+ colorRandomRatio *
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+ (normalizedStartColor.max.r - normalizedStartColor.min.r)
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+ );
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+ createFloat32AttributesRequest(
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+ "colorG",
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+ () =>
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+ normalizedStartColor.min.g +
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+ colorRandomRatio *
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+ (normalizedStartColor.max.g - normalizedStartColor.min.g)
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+ );
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+ createFloat32AttributesRequest(
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+ "colorB",
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+ () =>
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+ normalizedStartColor.min.b +
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+ colorRandomRatio *
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+ (normalizedStartColor.max.b - normalizedStartColor.min.b)
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+ );
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+ createFloat32AttributesRequest("colorA", 0);
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+
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+ const deactivateParticle = (particleIndex) => {
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+ geometry.attributes.isActive.array[particleIndex] = false;
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+ geometry.attributes.lifeTime.array[particleIndex] = 0;
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+ geometry.attributes.lifeTime.needsUpdate = true;
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+ geometry.attributes.colorA.array[particleIndex] = 0;
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+ geometry.attributes.colorA.needsUpdate = true;
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+ };
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+
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+ const activateParticle = ({ particleIndex, activationTime }) => {
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+ geometry.attributes.isActive.array[particleIndex] = true;
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+ geometry.attributes.creationTime.array[particleIndex] =
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+ activationTime - float32Helper;
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+
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+ const colorRandomRatio = Math.random();
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+
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+ geometry.attributes.colorR.array[particleIndex] =
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+ normalizedStartColor.min.r +
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+ colorRandomRatio *
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+ (normalizedStartColor.max.r - normalizedStartColor.min.r);
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+ geometry.attributes.colorR.needsUpdate = true;
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+
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+ geometry.attributes.colorG.array[particleIndex] =
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+ normalizedStartColor.min.g +
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+ colorRandomRatio *
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+ (normalizedStartColor.max.g - normalizedStartColor.min.g);
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+ geometry.attributes.colorG.needsUpdate = true;
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+
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+ geometry.attributes.colorB.array[particleIndex] =
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+ normalizedStartColor.min.b +
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+ colorRandomRatio *
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+ (normalizedStartColor.max.b - normalizedStartColor.min.b);
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+ geometry.attributes.colorB.needsUpdate = true;
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+
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+ geometry.attributes.colorA.array[particleIndex] = THREE.MathUtils.randFloat(
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+ normalizedStartOpacity.min,
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+ normalizedStartOpacity.max
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+ );
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+ geometry.attributes.colorA.needsUpdate = true;
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+
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+ geometry.attributes.startLifeTime.array[particleIndex] =
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+ THREE.MathUtils.randFloat(
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+ normalizedStartLifeTime.min,
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+ normalizedStartLifeTime.max
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+ ) * 1000;
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+ geometry.attributes.startLifeTime.needsUpdate = true;
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+
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+ geometry.attributes.startSize.array[particleIndex] =
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+ THREE.MathUtils.randFloat(
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+ normalizedStartSize.min,
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+ normalizedStartSize.max
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+ );
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+ geometry.attributes.startSize.needsUpdate = true;
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+
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+ geometry.attributes.rotation.array[particleIndex] = THREE.Math.degToRad(
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+ THREE.MathUtils.randFloat(
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+ normalizedStartRotation.min,
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+ normalizedStartRotation.max
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+ )
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+ );
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+ geometry.attributes.rotation.needsUpdate = true;
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+
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+ const startPosition = getRandomStartPositionByShape(normalizedShape);
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+ geometry.attributes.position.array[Math.floor(particleIndex * 3)] =
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+ startPosition.x;
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+ geometry.attributes.position.array[Math.floor(particleIndex * 3) + 1] =
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+ startPosition.y;
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+ geometry.attributes.position.array[Math.floor(particleIndex * 3) + 2] =
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+ startPosition.z;
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+ particleSystem.geometry.attributes.position.needsUpdate = true;
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+
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+ const randomizedSpeed = THREE.MathUtils.randFloat(
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+ normalizedStartSpeed.min,
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+ normalizedStartSpeed.max
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+ );
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+ const speedMultiplierByPosition = 1 / startPosition.length();
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+ geometry.attributes.velocityX.array[particleIndex] =
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+ startPosition.x * speedMultiplierByPosition * randomizedSpeed;
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+ geometry.attributes.velocityY.array[particleIndex] =
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+ startPosition.y * speedMultiplierByPosition * randomizedSpeed;
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+ geometry.attributes.velocityZ.array[particleIndex] =
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+ startPosition.z * speedMultiplierByPosition * randomizedSpeed;
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+
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+ geometry.attributes.lifeTime.array[particleIndex] = 0;
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+ geometry.attributes.lifeTime.needsUpdate = true;
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+ };
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+
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+ const particleSystem = new THREE.Points(geometry, material);
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+ particleSystem.sortParticles = true;
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+
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+ const calculatedCreationTime =
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+ now +
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+ THREE.MathUtils.randFloat(
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+ normalizedStartDelay.min,
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+ normalizedStartDelay.max
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+ ) *
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+ 1000;
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+
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+ createdParticleSystems.push({
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+ particleSystem,
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+ generalData,
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+ lastWorldPosition,
368
+ worldPositionChange,
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+ onUpdate,
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+ onComplete,
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+ creationTime: calculatedCreationTime,
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+ lastEmissionTime: calculatedCreationTime,
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+ duration,
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+ looping,
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+ simulationSpace,
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+ gravity,
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+ emission: normalizedEmission,
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+ iterationCount: 0,
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+ deactivateParticle,
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+ activateParticle,
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+ });
382
+ return particleSystem;
383
+ };
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+
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+ export const destroyParticleSystem = (particleSystem) => {
386
+ createdParticleSystems = createdParticleSystems.filter(
387
+ ({ particleSystem: savedParticleSystem }) =>
388
+ savedParticleSystem !== particleSystem
389
+ );
390
+
391
+ particleSystem.geometry.dispose();
392
+ particleSystem.material.dispose();
393
+ particleSystem.parent.remove(particleSystem);
394
+ };
395
+
396
+ export const updateParticleSystems = ({ delta, elapsed }) => {
397
+ const now = Date.now();
398
+ createdParticleSystems.forEach((props) => {
399
+ const {
400
+ onUpdate,
401
+ generalData,
402
+ lastWorldPosition,
403
+ worldPositionChange,
404
+ onComplete,
405
+ particleSystem,
406
+ creationTime,
407
+ lastEmissionTime,
408
+ duration,
409
+ looping,
410
+ emission,
411
+ iterationCount,
412
+ deactivateParticle,
413
+ activateParticle,
414
+ simulationSpace,
415
+ gravity,
416
+ } = props;
417
+ const lifeTime = now - creationTime;
418
+ particleSystem.material.uniforms.elapsed.value = elapsed;
419
+
420
+ if (
421
+ lastWorldPosition.x !== -99999 &&
422
+ lastWorldPosition.y !== -99999 &&
423
+ lastWorldPosition.z !== -99999
424
+ )
425
+ worldPositionChange.set(
426
+ particleSystem.position.x - lastWorldPosition.x,
427
+ particleSystem.position.y - lastWorldPosition.y,
428
+ particleSystem.position.z - lastWorldPosition.z
429
+ );
430
+ generalData.distanceFromLastEmitByDistance += worldPositionChange.length();
431
+ lastWorldPosition.copy(particleSystem.position);
432
+
433
+ particleSystem.geometry.attributes.creationTime.array.forEach(
434
+ (entry, index) => {
435
+ if (particleSystem.geometry.attributes.isActive.array[index]) {
436
+ const particleLifeTime = now - float32Helper - entry;
437
+ if (
438
+ particleLifeTime >
439
+ particleSystem.geometry.attributes.startLifeTime.array[index]
440
+ )
441
+ deactivateParticle(index);
442
+ else {
443
+ const accelerationX =
444
+ particleSystem.geometry.attributes.velocityX.array[index];
445
+
446
+ const accelerationY =
447
+ particleSystem.geometry.attributes.velocityY.array[index] -
448
+ gravity;
449
+ particleSystem.geometry.attributes.velocityY.array[index] =
450
+ accelerationY;
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+
452
+ const accelerationZ =
453
+ particleSystem.geometry.attributes.velocityZ.array[index];
454
+
455
+ if (gravity !== 0 || accelerationX !== 0 || accelerationY !== 0) {
456
+ const positionArr =
457
+ particleSystem.geometry.attributes.position.array;
458
+ if (simulationSpace === SimulationSpace.WORLD) {
459
+ positionArr[index * 3] -= worldPositionChange.x;
460
+ positionArr[index * 3 + 1] -= worldPositionChange.y;
461
+ positionArr[index * 3 + 2] -= worldPositionChange.z;
462
+ }
463
+ positionArr[index * 3] += accelerationX * delta;
464
+ positionArr[index * 3 + 1] += accelerationY * delta;
465
+ positionArr[index * 3 + 2] += accelerationZ * delta;
466
+ particleSystem.geometry.attributes.position.needsUpdate = true;
467
+ }
468
+
469
+ particleSystem.geometry.attributes.lifeTime.array[index] =
470
+ particleLifeTime;
471
+ particleSystem.geometry.attributes.lifeTime.needsUpdate = true;
472
+
473
+ // TEMP
474
+ particleSystem.geometry.attributes.colorA.array[index] =
475
+ 1 -
476
+ particleLifeTime /
477
+ particleSystem.geometry.attributes.startLifeTime.array[index];
478
+ particleSystem.geometry.attributes.colorA.needsUpdate = true;
479
+ }
480
+ }
481
+ }
482
+ );
483
+
484
+ if (looping || lifeTime < duration * 1000) {
485
+ const emissionDelta = now - lastEmissionTime;
486
+ const neededParticlesByTime = Math.floor(
487
+ emission.rateOverTime * (emissionDelta / 1000)
488
+ );
489
+ const neededParticlesByDistance =
490
+ emission.rateOverDistance > 0 &&
491
+ generalData.distanceFromLastEmitByDistance > 0
492
+ ? Math.floor(
493
+ generalData.distanceFromLastEmitByDistance /
494
+ (1 / emission.rateOverDistance)
495
+ )
496
+ : 0;
497
+ const neededParticles = neededParticlesByTime + neededParticlesByDistance;
498
+
499
+ if (emission.rateOverDistance > 0 && neededParticlesByDistance >= 1)
500
+ generalData.distanceFromLastEmitByDistance = 0;
501
+
502
+ if (neededParticles > 0) {
503
+ for (let i = 0; i < neededParticles; i++) {
504
+ let particleIndex = -1;
505
+ particleSystem.geometry.attributes.isActive.array.find(
506
+ (isActive, index) => {
507
+ if (!isActive) {
508
+ particleIndex = index;
509
+ return true;
510
+ }
511
+
512
+ return false;
513
+ }
514
+ );
515
+
516
+ if (
517
+ particleIndex !== -1 &&
518
+ particleIndex <
519
+ particleSystem.geometry.attributes.isActive.array.length
520
+ ) {
521
+ activateParticle({ particleIndex, activationTime: now });
522
+ props.lastEmissionTime = now;
523
+ }
524
+ }
525
+ }
526
+
527
+ if (onUpdate)
528
+ onUpdate({
529
+ particleSystem,
530
+ delta,
531
+ elapsed,
532
+ lifeTime,
533
+ iterationCount: iterationCount + 1,
534
+ });
535
+ } else if (onComplete)
536
+ onComplete({
537
+ particleSystem,
538
+ });
539
+ });
540
+ };