@newkrok/three-particles 2.6.3 → 2.6.5

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Files changed (39) hide show
  1. package/dist/index.d.ts +1782 -7
  2. package/dist/index.js +1578 -6
  3. package/dist/index.js.map +1 -0
  4. package/dist/three-particles.min.js +1 -2
  5. package/dist/three-particles.min.js.map +1 -0
  6. package/package.json +5 -7
  7. package/dist/bundle-report.json +0 -1
  8. package/dist/index.d.ts.map +0 -1
  9. package/dist/js/effects/three-particles/index.d.ts +0 -7
  10. package/dist/js/effects/three-particles/index.d.ts.map +0 -1
  11. package/dist/js/effects/three-particles/index.js +0 -6
  12. package/dist/js/effects/three-particles/shaders/particle-system-fragment-shader.glsl.d.ts +0 -3
  13. package/dist/js/effects/three-particles/shaders/particle-system-fragment-shader.glsl.d.ts.map +0 -1
  14. package/dist/js/effects/three-particles/shaders/particle-system-fragment-shader.glsl.js +0 -71
  15. package/dist/js/effects/three-particles/shaders/particle-system-vertex-shader.glsl.d.ts +0 -3
  16. package/dist/js/effects/three-particles/shaders/particle-system-vertex-shader.glsl.d.ts.map +0 -1
  17. package/dist/js/effects/three-particles/shaders/particle-system-vertex-shader.glsl.js +0 -37
  18. package/dist/js/effects/three-particles/three-particles-bezier.d.ts +0 -5
  19. package/dist/js/effects/three-particles/three-particles-bezier.d.ts.map +0 -1
  20. package/dist/js/effects/three-particles/three-particles-bezier.js +0 -62
  21. package/dist/js/effects/three-particles/three-particles-curves.d.ts +0 -108
  22. package/dist/js/effects/three-particles/three-particles-curves.d.ts.map +0 -1
  23. package/dist/js/effects/three-particles/three-particles-curves.js +0 -62
  24. package/dist/js/effects/three-particles/three-particles-enums.d.ts +0 -115
  25. package/dist/js/effects/three-particles/three-particles-enums.d.ts.map +0 -1
  26. package/dist/js/effects/three-particles/three-particles-enums.js +0 -1
  27. package/dist/js/effects/three-particles/three-particles-modifiers.d.ts +0 -73
  28. package/dist/js/effects/three-particles/three-particles-modifiers.d.ts.map +0 -1
  29. package/dist/js/effects/three-particles/three-particles-modifiers.js +0 -168
  30. package/dist/js/effects/three-particles/three-particles-utils.d.ts +0 -159
  31. package/dist/js/effects/three-particles/three-particles-utils.d.ts.map +0 -1
  32. package/dist/js/effects/three-particles/three-particles-utils.js +0 -302
  33. package/dist/js/effects/three-particles/three-particles.d.ts +0 -107
  34. package/dist/js/effects/three-particles/three-particles.d.ts.map +0 -1
  35. package/dist/js/effects/three-particles/three-particles.js +0 -972
  36. package/dist/js/effects/three-particles/types.d.ts +0 -1223
  37. package/dist/js/effects/three-particles/types.d.ts.map +0 -1
  38. package/dist/js/effects/three-particles/types.js +0 -1
  39. package/dist/three-particles.min.js.LICENSE.txt +0 -6
@@ -1,168 +0,0 @@
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- import * as THREE from 'three';
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- import { calculateValue } from './three-particles-utils.js';
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- const noiseInput = new THREE.Vector3(0, 0, 0);
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- const orbitalEuler = new THREE.Euler();
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- /**
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- * Applies all active modifiers to a single particle during the update cycle.
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- *
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- * This function handles the animation and modification of particle properties over its lifetime,
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- * including velocity (linear and orbital), size, opacity, color, rotation, and noise-based effects.
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- * It is called once per particle per frame by the {@link updateParticleSystems} function.
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- *
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- * @param params - Configuration object containing:
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- * @param params.delta - Time elapsed since the last frame in seconds. Used for velocity and rotation calculations.
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- * @param params.generalData - Internal particle system state and cached values.
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- * @param params.normalizedConfig - The normalized particle system configuration with all modifiers.
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- * @param params.attributes - Three.js buffer attributes for position, size, rotation, and color.
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- * @param params.particleLifetimePercentage - Normalized lifetime of the particle (0.0 to 1.0).
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- * - 0.0 = particle just born
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- * - 1.0 = particle at end of life
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- * @param params.particleIndex - Index of the particle in the buffer arrays.
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- *
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- * @remarks
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- * The function modifies the following particle properties based on configuration:
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- *
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- * - **Linear Velocity**: Moves particles in a straight line (velocityOverLifetime.linear)
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- * - **Orbital Velocity**: Rotates particles around their emission point (velocityOverLifetime.orbital)
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- * - **Size Over Lifetime**: Scales particle size based on lifetime curve (sizeOverLifetime)
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- * - **Opacity Over Lifetime**: Fades particles in/out based on lifetime curve (opacityOverLifetime)
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- * - **Color Over Lifetime**: Animates RGB channels independently based on lifetime curves (colorOverLifetime)
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- * - **Rotation Over Lifetime**: Rotates particles around their center (rotationOverLifetime)
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- * - **Noise**: Adds organic, turbulent motion to position, rotation, and size (noise)
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- *
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- * Each modifier only runs if it's active in the configuration, optimizing performance for simple effects.
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- *
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- * @example
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- * ```typescript
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- * // This function is called internally by updateParticleSystems
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- * // You typically don't need to call it directly
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- *
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- * // However, understanding its behavior helps configure particle systems:
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- * const config = {
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- * sizeOverLifetime: {
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- * isActive: true,
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- * lifetimeCurve: {
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- * type: 'BEZIER',
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- * bezierPoints: [
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- * { x: 0, y: 0, percentage: 0 }, // Start at 0% size
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- * { x: 0.5, y: 1, percentage: 0.5 }, // Grow to 100% at midlife
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- * { x: 1, y: 0, percentage: 1 } // Shrink to 0% at end
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- * ]
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- * }
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- * },
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- * opacityOverLifetime: {
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- * isActive: true,
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- * lifetimeCurve: {
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- * type: 'EASING',
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- * curveFunction: 'easeOutQuad'
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- * }
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- * }
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- * };
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- * ```
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- *
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- * @see {@link updateParticleSystems} - Calls this function for each active particle
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- * @see {@link VelocityOverLifetime} - Configuration for velocity modifiers
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- * @see {@link NoiseConfig} - Configuration for noise-based effects
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- */
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- export const applyModifiers = ({ delta, generalData, normalizedConfig, attributes, particleLifetimePercentage, particleIndex, }) => {
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- const { particleSystemId, startValues, lifetimeValues, linearVelocityData, orbitalVelocityData, noise, } = generalData;
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- const positionIndex = particleIndex * 3;
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- const positionArr = attributes.position.array;
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- if (linearVelocityData) {
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- const { speed, valueModifiers } = linearVelocityData[particleIndex];
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- const normalizedXSpeed = valueModifiers.x
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- ? valueModifiers.x(particleLifetimePercentage)
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- : speed.x;
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- const normalizedYSpeed = valueModifiers.y
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- ? valueModifiers.y(particleLifetimePercentage)
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- : speed.y;
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- const normalizedZSpeed = valueModifiers.z
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- ? valueModifiers.z(particleLifetimePercentage)
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- : speed.z;
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- positionArr[positionIndex] += normalizedXSpeed * delta;
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- positionArr[positionIndex + 1] += normalizedYSpeed * delta;
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- positionArr[positionIndex + 2] += normalizedZSpeed * delta;
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- attributes.position.needsUpdate = true;
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- }
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- if (orbitalVelocityData) {
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- const { speed, positionOffset, valueModifiers } = orbitalVelocityData[particleIndex];
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- positionArr[positionIndex] -= positionOffset.x;
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- positionArr[positionIndex + 1] -= positionOffset.y;
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- positionArr[positionIndex + 2] -= positionOffset.z;
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- const normalizedXSpeed = valueModifiers.x
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- ? valueModifiers.x(particleLifetimePercentage)
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- : speed.x;
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- const normalizedYSpeed = valueModifiers.y
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- ? valueModifiers.y(particleLifetimePercentage)
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- : speed.y;
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- const normalizedZSpeed = valueModifiers.z
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- ? valueModifiers.z(particleLifetimePercentage)
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- : speed.z;
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- orbitalEuler.set(normalizedXSpeed * delta, normalizedZSpeed * delta, normalizedYSpeed * delta);
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- positionOffset.applyEuler(orbitalEuler);
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- positionArr[positionIndex] += positionOffset.x;
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- positionArr[positionIndex + 1] += positionOffset.y;
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- positionArr[positionIndex + 2] += positionOffset.z;
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- attributes.position.needsUpdate = true;
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- }
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- if (normalizedConfig.sizeOverLifetime.isActive) {
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- const multiplier = calculateValue(particleSystemId, normalizedConfig.sizeOverLifetime.lifetimeCurve, particleLifetimePercentage);
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- attributes.size.array[particleIndex] =
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- startValues.startSize[particleIndex] * multiplier;
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- attributes.size.needsUpdate = true;
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- }
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- if (normalizedConfig.opacityOverLifetime.isActive) {
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- const multiplier = calculateValue(particleSystemId, normalizedConfig.opacityOverLifetime.lifetimeCurve, particleLifetimePercentage);
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- attributes.colorA.array[particleIndex] =
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- startValues.startOpacity[particleIndex] * multiplier;
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- attributes.colorA.needsUpdate = true;
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- }
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- if (normalizedConfig.colorOverLifetime.isActive) {
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- const rMultiplier = calculateValue(particleSystemId, normalizedConfig.colorOverLifetime.r, particleLifetimePercentage);
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- const gMultiplier = calculateValue(particleSystemId, normalizedConfig.colorOverLifetime.g, particleLifetimePercentage);
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- const bMultiplier = calculateValue(particleSystemId, normalizedConfig.colorOverLifetime.b, particleLifetimePercentage);
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- attributes.colorR.array[particleIndex] =
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- startValues.startColorR[particleIndex] * rMultiplier;
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- attributes.colorG.array[particleIndex] =
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- startValues.startColorG[particleIndex] * gMultiplier;
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- attributes.colorB.array[particleIndex] =
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- startValues.startColorB[particleIndex] * bMultiplier;
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- attributes.colorR.needsUpdate = true;
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- attributes.colorG.needsUpdate = true;
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- attributes.colorB.needsUpdate = true;
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- }
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- if (lifetimeValues.rotationOverLifetime) {
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- attributes.rotation.array[particleIndex] +=
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- lifetimeValues.rotationOverLifetime[particleIndex] * delta * 0.02;
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- attributes.rotation.needsUpdate = true;
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- }
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- if (noise.isActive) {
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- const { sampler, strength, noisePower, offsets, positionAmount, rotationAmount, sizeAmount, } = noise;
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- let noiseOnPosition;
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- const noisePosition = (particleLifetimePercentage + (offsets ? offsets[particleIndex] : 0)) *
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- 10 *
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- strength;
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- noiseInput.set(noisePosition, 0, 0);
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- noiseOnPosition = sampler.get3(noiseInput);
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- positionArr[positionIndex] += noiseOnPosition * noisePower * positionAmount;
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- if (rotationAmount !== 0) {
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- attributes.rotation.array[particleIndex] +=
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- noiseOnPosition * noisePower * rotationAmount;
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- attributes.rotation.needsUpdate = true;
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- }
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- if (sizeAmount !== 0) {
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- attributes.size.array[particleIndex] +=
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- noiseOnPosition * noisePower * sizeAmount;
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- attributes.size.needsUpdate = true;
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- }
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- noiseInput.set(noisePosition, noisePosition, 0);
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- noiseOnPosition = sampler.get3(noiseInput);
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- positionArr[positionIndex + 1] +=
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- noiseOnPosition * noisePower * positionAmount;
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- noiseInput.set(noisePosition, noisePosition, noisePosition);
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- noiseOnPosition = sampler.get3(noiseInput);
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- positionArr[positionIndex + 2] +=
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- noiseOnPosition * noisePower * positionAmount;
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- attributes.position.needsUpdate = true;
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- }
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- };
@@ -1,159 +0,0 @@
1
- import * as THREE from 'three';
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- import { EmitFrom } from './three-particles-enums.js';
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- import { Constant, LifetimeCurve, Point3D, RandomBetweenTwoConstants } from './types.js';
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- /**
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- * Calculates random position and velocity for particles emitted from a sphere.
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- *
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- * Supports emission from the entire volume or just the shell of the sphere.
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- * Uses spherical coordinates for uniform distribution across the surface.
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- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Sphere configuration
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- * @param params.radius - Radius of the sphere
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- * @param params.radiusThickness - Controls emission from volume (1.0) vs shell (0.0)
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- * @param params.arc - Arc angle in degrees (360 = full sphere, 180 = hemisphere)
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- *
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- * @remarks
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- * - `radiusThickness = 1.0`: Emit from entire volume
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- * - `radiusThickness = 0.0`: Emit only from surface shell
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- * - Particles are emitted radially outward from the center
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- *
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- * @see {@link Sphere} - Configuration type for sphere shape
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- */
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- export declare const calculateRandomPositionAndVelocityOnSphere: (position: THREE.Vector3, quaternion: THREE.Quaternion, velocity: THREE.Vector3, speed: number, { radius, radiusThickness, arc, }: {
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- radius: number;
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- radiusThickness: number;
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- arc: number;
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- }) => void;
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- /**
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- * Calculates random position and velocity for particles emitted from a cone.
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- *
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- * Useful for directional particle effects like fire, smoke plumes, fountains,
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- * or spray effects. The cone emits particles in a spreading pattern.
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- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Cone configuration
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- * @param params.radius - Base radius of the cone
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- * @param params.radiusThickness - Controls emission from volume (1.0) vs shell (0.0)
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- * @param params.arc - Arc angle in degrees (360 = full cone, 180 = half cone)
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- * @param params.angle - Cone opening angle in degrees (default: 90)
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- * Smaller values create tighter cones
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- *
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- * @remarks
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- * - The cone emits from its base (circular area) outward
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- * - Particles travel in a conical spread pattern
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- * - `angle = 0`: Straight line (no spread)
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- * - `angle = 90`: Wide cone
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- * - Common for fire (10-30°), smoke (30-60°), explosions (60-90°)
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- *
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- * @see {@link Cone} - Configuration type for cone shape
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- */
57
- export declare const calculateRandomPositionAndVelocityOnCone: (position: THREE.Vector3, quaternion: THREE.Quaternion, velocity: THREE.Vector3, speed: number, { radius, radiusThickness, arc, angle, }: {
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- radius: number;
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- radiusThickness: number;
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- arc: number;
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- angle?: number;
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- }) => void;
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- /**
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- * Calculates random position and velocity for particles emitted from a box.
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- *
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- * Supports three emission modes: volume, shell (surface), and edges.
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- * Useful for area-based effects like dust clouds, rain, or geometric patterns.
68
- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Box configuration
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- * @param params.scale - Size of the box on each axis (width, height, depth)
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- * @param params.emitFrom - Emission mode:
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- * - `VOLUME`: Random positions throughout the entire box volume
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- * - `SHELL`: Random positions on the 6 faces (surface)
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- * - `EDGE`: Random positions along the 12 edges
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- *
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- * @remarks
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- * - All particles emit with velocity along the +Z axis (forward)
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- * - Box is centered at the origin before rotation
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- * - VOLUME mode: Best for rain, snow, or volumetric clouds
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- * - SHELL mode: Best for hollow effects or surface particles
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- * - EDGE mode: Best for wireframe effects or particle outlines
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- *
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- * @see {@link Box} - Configuration type for box shape
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- * @see {@link EmitFrom} - Emission mode enum
89
- */
90
- export declare const calculateRandomPositionAndVelocityOnBox: (position: THREE.Vector3, quaternion: THREE.Quaternion, velocity: THREE.Vector3, speed: number, { scale, emitFrom }: {
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- scale: Point3D;
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- emitFrom: EmitFrom;
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- }) => void;
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- /**
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- * Calculates random position and velocity for particles emitted from a circle.
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- *
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- * Emits particles from a circular area or ring. Useful for ground impacts,
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- * radial effects, magic circles, or any circular planar emission.
99
- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Circle configuration
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- * @param params.radius - Radius of the circle
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- * @param params.radiusThickness - Controls emission from area (1.0) vs edge (0.0)
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- * @param params.arc - Arc angle in degrees (360 = full circle, 180 = semicircle)
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- *
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- * @remarks
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- * - Circle lies in the XY plane by default (Z = 0)
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- * - Particles emit along the +Z axis (perpendicular to circle)
112
- * - `radiusThickness = 1.0`: Filled circle (disc)
113
- * - `radiusThickness = 0.0`: Ring (circle edge only)
114
- * - Good for ground impact effects, teleport circles, or radial bursts
115
- *
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- * @see {@link Circle} - Configuration type for circle shape
117
- */
118
- export declare const calculateRandomPositionAndVelocityOnCircle: (position: THREE.Vector3, quaternion: THREE.Quaternion, velocity: THREE.Vector3, speed: number, { radius, radiusThickness, arc, }: {
119
- radius: number;
120
- radiusThickness: number;
121
- arc: number;
122
- }) => void;
123
- /**
124
- * Calculates random position and velocity for particles emitted from a rectangle.
125
- *
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- * Emits particles from a rectangular planar area. Useful for rain on a surface,
127
- * screen-space effects, or any planar emission pattern.
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- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Rectangle configuration
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- * @param params.rotation - Local rotation of the rectangle (degrees) before
135
- * applying quaternion
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- * @param params.scale - Size of the rectangle (width and height)
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- *
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- * @remarks
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- * - Rectangle lies in the XY plane by default
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- * - Particles emit along the +Z axis (perpendicular to rectangle)
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- * - The rotation parameter allows tilting the rectangle before the main
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- * quaternion rotation is applied
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- * - Good for rain effects, screen particles, or planar area emissions
144
- *
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- * @see {@link Rectangle} - Configuration type for rectangle shape
146
- */
147
- export declare const calculateRandomPositionAndVelocityOnRectangle: (position: THREE.Vector3, quaternion: THREE.Quaternion, velocity: THREE.Vector3, speed: number, { rotation, scale }: {
148
- rotation: Point3D;
149
- scale: Point3D;
150
- }) => void;
151
- /**
152
- * Creates a default white circle texture using CanvasTexture.
153
- * @returns {THREE.CanvasTexture | null} The generated texture or null if context fails.
154
- */
155
- export declare const createDefaultParticleTexture: () => THREE.CanvasTexture | null;
156
- export declare const isLifeTimeCurve: (value: Constant | RandomBetweenTwoConstants | LifetimeCurve) => value is LifetimeCurve;
157
- export declare const getCurveFunctionFromConfig: (particleSystemId: number, lifetimeCurve: LifetimeCurve) => import("./types.js").CurveFunction;
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- export declare const calculateValue: (particleSystemId: number, value: Constant | RandomBetweenTwoConstants | LifetimeCurve, time?: number) => number;
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- //# sourceMappingURL=three-particles-utils.d.ts.map
@@ -1 +0,0 @@
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- import * as THREE from 'three';
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- import { createBezierCurveFunction } from './three-particles-bezier.js';
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- /**
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- * Calculates random position and velocity for particles emitted from a sphere.
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- *
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- * Supports emission from the entire volume or just the shell of the sphere.
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- * Uses spherical coordinates for uniform distribution across the surface.
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- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Sphere configuration
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- * @param params.radius - Radius of the sphere
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- * @param params.radiusThickness - Controls emission from volume (1.0) vs shell (0.0)
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- * @param params.arc - Arc angle in degrees (360 = full sphere, 180 = hemisphere)
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- *
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- * @remarks
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- * - `radiusThickness = 1.0`: Emit from entire volume
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- * - `radiusThickness = 0.0`: Emit only from surface shell
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- * - Particles are emitted radially outward from the center
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- *
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- * @see {@link Sphere} - Configuration type for sphere shape
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- */
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- export const calculateRandomPositionAndVelocityOnSphere = (position, quaternion, velocity, speed, { radius, radiusThickness, arc, }) => {
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- const u = Math.random() * (arc / 360);
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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 sinPhi = Math.sin(phi);
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- const xDirection = sinPhi * Math.cos(theta);
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- const yDirection = sinPhi * Math.sin(theta);
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- const zDirection = Math.cos(phi);
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- const normalizedThickness = 1 - radiusThickness;
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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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- position.applyQuaternion(quaternion);
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- const speedMultiplierByPosition = 1 / position.length();
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- velocity.set(position.x * speedMultiplierByPosition * speed, position.y * speedMultiplierByPosition * speed, position.z * speedMultiplierByPosition * speed);
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- velocity.applyQuaternion(quaternion);
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- };
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- /**
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- * Calculates random position and velocity for particles emitted from a cone.
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- *
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- * Useful for directional particle effects like fire, smoke plumes, fountains,
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- * or spray effects. The cone emits particles in a spreading pattern.
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- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Cone configuration
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- * @param params.radius - Base radius of the cone
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- * @param params.radiusThickness - Controls emission from volume (1.0) vs shell (0.0)
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- * @param params.arc - Arc angle in degrees (360 = full cone, 180 = half cone)
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- * @param params.angle - Cone opening angle in degrees (default: 90)
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- * Smaller values create tighter cones
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- *
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- * @remarks
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- * - The cone emits from its base (circular area) outward
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- * - Particles travel in a conical spread pattern
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- * - `angle = 0`: Straight line (no spread)
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- * - `angle = 90`: Wide cone
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- * - Common for fire (10-30°), smoke (30-60°), explosions (60-90°)
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- *
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- * @see {@link Cone} - Configuration type for cone shape
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- */
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- export const calculateRandomPositionAndVelocityOnCone = (position, quaternion, velocity, speed, { radius, radiusThickness, arc, angle = 90, }) => {
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- const theta = 2 * Math.PI * Math.random() * (arc / 360);
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- const randomizedDistanceRatio = Math.random();
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- const xDirection = Math.cos(theta);
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- const yDirection = Math.sin(theta);
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- const normalizedThickness = 1 - radiusThickness;
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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 = 0;
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- position.applyQuaternion(quaternion);
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- const positionLength = position.length();
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- const normalizedAngle = Math.abs((positionLength / radius) * THREE.MathUtils.degToRad(angle));
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- const sinNormalizedAngle = Math.sin(normalizedAngle);
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- const speedMultiplierByPosition = 1 / positionLength;
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- velocity.set(position.x * sinNormalizedAngle * speedMultiplierByPosition * speed, position.y * sinNormalizedAngle * speedMultiplierByPosition * speed, Math.cos(normalizedAngle) * speed);
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- velocity.applyQuaternion(quaternion);
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- };
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- /**
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- * Calculates random position and velocity for particles emitted from a box.
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- *
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- * Supports three emission modes: volume, shell (surface), and edges.
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- * Useful for area-based effects like dust clouds, rain, or geometric patterns.
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- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Box configuration
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- * @param params.scale - Size of the box on each axis (width, height, depth)
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- * @param params.emitFrom - Emission mode:
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- * - `VOLUME`: Random positions throughout the entire box volume
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- * - `SHELL`: Random positions on the 6 faces (surface)
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- * - `EDGE`: Random positions along the 12 edges
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- *
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- * @remarks
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- * - All particles emit with velocity along the +Z axis (forward)
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- * - Box is centered at the origin before rotation
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- * - VOLUME mode: Best for rain, snow, or volumetric clouds
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- * - SHELL mode: Best for hollow effects or surface particles
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- * - EDGE mode: Best for wireframe effects or particle outlines
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- *
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- * @see {@link Box} - Configuration type for box shape
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- * @see {@link EmitFrom} - Emission mode enum
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- */
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- export const calculateRandomPositionAndVelocityOnBox = (position, quaternion, velocity, speed, { scale, emitFrom }) => {
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- const _scale = scale;
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- switch (emitFrom) {
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- case "VOLUME" /* EmitFrom.VOLUME */:
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- position.x = Math.random() * _scale.x - _scale.x / 2;
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- position.y = Math.random() * _scale.y - _scale.y / 2;
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- position.z = Math.random() * _scale.z - _scale.z / 2;
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- break;
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- case "SHELL" /* EmitFrom.SHELL */:
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- const side = Math.floor(Math.random() * 6);
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- const perpendicularAxis = side % 3;
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- const shellResult = [];
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- shellResult[perpendicularAxis] = side > 2 ? 1 : 0;
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- shellResult[(perpendicularAxis + 1) % 3] = Math.random();
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- shellResult[(perpendicularAxis + 2) % 3] = Math.random();
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- position.x = shellResult[0] * _scale.x - _scale.x / 2;
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- position.y = shellResult[1] * _scale.y - _scale.y / 2;
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- position.z = shellResult[2] * _scale.z - _scale.z / 2;
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- break;
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- case "EDGE" /* EmitFrom.EDGE */:
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- const side2 = Math.floor(Math.random() * 6);
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- const perpendicularAxis2 = side2 % 3;
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- const edge = Math.floor(Math.random() * 4);
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- const edgeResult = [];
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- edgeResult[perpendicularAxis2] = side2 > 2 ? 1 : 0;
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- edgeResult[(perpendicularAxis2 + 1) % 3] =
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- edge < 2 ? Math.random() : edge - 2;
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- edgeResult[(perpendicularAxis2 + 2) % 3] =
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- edge < 2 ? edge : Math.random();
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- position.x = edgeResult[0] * _scale.x - _scale.x / 2;
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- position.y = edgeResult[1] * _scale.y - _scale.y / 2;
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- position.z = edgeResult[2] * _scale.z - _scale.z / 2;
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- break;
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- }
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- position.applyQuaternion(quaternion);
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- velocity.set(0, 0, speed);
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- velocity.applyQuaternion(quaternion);
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- };
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- /**
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- * Calculates random position and velocity for particles emitted from a circle.
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- *
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- * Emits particles from a circular area or ring. Useful for ground impacts,
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- * radial effects, magic circles, or any circular planar emission.
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- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Circle configuration
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- * @param params.radius - Radius of the circle
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- * @param params.radiusThickness - Controls emission from area (1.0) vs edge (0.0)
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- * @param params.arc - Arc angle in degrees (360 = full circle, 180 = semicircle)
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- *
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- * @remarks
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- * - Circle lies in the XY plane by default (Z = 0)
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- * - Particles emit along the +Z axis (perpendicular to circle)
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- * - `radiusThickness = 1.0`: Filled circle (disc)
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- * - `radiusThickness = 0.0`: Ring (circle edge only)
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- * - Good for ground impact effects, teleport circles, or radial bursts
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- *
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- * @see {@link Circle} - Configuration type for circle shape
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- */
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- export const calculateRandomPositionAndVelocityOnCircle = (position, quaternion, velocity, speed, { radius, radiusThickness, arc, }) => {
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- const theta = 2 * Math.PI * Math.random() * (arc / 360);
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- const randomizedDistanceRatio = Math.random();
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- const xDirection = Math.cos(theta);
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- const yDirection = Math.sin(theta);
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- const normalizedThickness = 1 - radiusThickness;
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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 = 0;
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- position.applyQuaternion(quaternion);
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- const positionLength = position.length();
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- const speedMultiplierByPosition = 1 / positionLength;
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- velocity.set(position.x * speedMultiplierByPosition * speed, position.y * speedMultiplierByPosition * speed, 0);
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- velocity.applyQuaternion(quaternion);
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- };
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- /**
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- * Calculates random position and velocity for particles emitted from a rectangle.
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- *
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- * Emits particles from a rectangular planar area. Useful for rain on a surface,
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- * screen-space effects, or any planar emission pattern.
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- *
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- * @param position - Output vector for the particle's starting position
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- * @param quaternion - Rotation to apply to the emission shape
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- * @param velocity - Output vector for the particle's initial velocity
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- * @param speed - Speed multiplier for the velocity
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- * @param params - Rectangle configuration
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- * @param params.rotation - Local rotation of the rectangle (degrees) before
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- * applying quaternion
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- * @param params.scale - Size of the rectangle (width and height)
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- *
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- * @remarks
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- * - Rectangle lies in the XY plane by default
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- * - Particles emit along the +Z axis (perpendicular to rectangle)
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- * - The rotation parameter allows tilting the rectangle before the main
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- * quaternion rotation is applied
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- * - Good for rain effects, screen particles, or planar area emissions
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- *
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- * @see {@link Rectangle} - Configuration type for rectangle shape
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- */
229
- export const calculateRandomPositionAndVelocityOnRectangle = (position, quaternion, velocity, speed, { rotation, scale }) => {
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- const _scale = scale;
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- const _rotation = rotation;
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- const xOffset = Math.random() * _scale.x - _scale.x / 2;
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- const yOffset = Math.random() * _scale.y - _scale.y / 2;
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- const rotationX = THREE.MathUtils.degToRad(_rotation.x);
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- const rotationY = THREE.MathUtils.degToRad(_rotation.y);
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- position.x = xOffset * Math.cos(rotationY);
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- position.y = yOffset * Math.cos(rotationX);
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- position.z = xOffset * Math.sin(rotationY) - yOffset * Math.sin(rotationX);
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- position.applyQuaternion(quaternion);
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- velocity.set(0, 0, speed);
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- velocity.applyQuaternion(quaternion);
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- };
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- /**
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- * Creates a default white circle texture using CanvasTexture.
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- * @returns {THREE.CanvasTexture | null} The generated texture or null if context fails.
246
- */
247
- export const createDefaultParticleTexture = () => {
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- try {
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- const canvas = document.createElement('canvas');
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- const size = 64;
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- canvas.width = size;
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- canvas.height = size;
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- const context = canvas.getContext('2d');
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- if (context) {
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- const centerX = size / 2;
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- const centerY = size / 2;
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- const radius = size / 2 - 2; // Small padding
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- context.beginPath();
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- context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
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- context.fillStyle = 'white';
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- context.fill();
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- const texture = new THREE.CanvasTexture(canvas);
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- texture.needsUpdate = true;
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- return texture;
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- }
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- else {
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- console.warn('Could not get 2D context to generate default particle texture.');
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- return null;
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- }
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- }
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- catch (error) {
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- // Handle potential errors (e.g., document not available in non-browser env)
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- console.warn('Error creating default particle texture:', error);
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- return null;
275
- }
276
- };
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- export const isLifeTimeCurve = (value) => {
278
- return typeof value !== 'number' && 'type' in value;
279
- };
280
- export const getCurveFunctionFromConfig = (particleSystemId, lifetimeCurve) => {
281
- if (lifetimeCurve.type === "BEZIER" /* LifeTimeCurve.BEZIER */) {
282
- return createBezierCurveFunction(particleSystemId, lifetimeCurve.bezierPoints); // Bézier curve
283
- }
284
- if (lifetimeCurve.type === "EASING" /* LifeTimeCurve.EASING */) {
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- return lifetimeCurve.curveFunction; // Easing curve
286
- }
287
- throw new Error(`Unsupported value type: ${lifetimeCurve}`);
288
- };
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- export const calculateValue = (particleSystemId, value, time = 0) => {
290
- if (typeof value === 'number') {
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- return value; // Constant value
292
- }
293
- if ('min' in value && 'max' in value) {
294
- if (value.min === value.max) {
295
- return value.min ?? 0; // Constant value
296
- }
297
- return THREE.MathUtils.randFloat(value.min ?? 0, value.max ?? 1); // Random range
298
- }
299
- const lifetimeCurve = value;
300
- return (getCurveFunctionFromConfig(particleSystemId, lifetimeCurve)(time) *
301
- (lifetimeCurve.scale ?? 1));
302
- };