前回の第11回
![第11回 図2 床の平面に石畳のテクスチャが貼られた(再掲) 第11回 図2 床の平面に石畳のテクスチャが貼られた(再掲)](/assets/images/design/serial/01/away3d-typescript/0011/thumb/TH800_002.png)
パーティクルのオブジェクトを加える
炎のパーティクルは、
createParticles(炎の数, パーティクル数, 炎の位置の半径, 炎の垂直座標, シーン)
このパーティクルをつくる関数
// var DefaultMaterialManager = require("awayjs-display/lib/managers/DefaultMaterialManager");
var lightPicker;
var fireObjects;
var particleMaterial;
function initialize() {
lightPicker = new StaticLightPicker([directionalLight]);
// plane = createPlane(800, 800, directionalLight, -300);
plane = createPlane(800, 800, lightPicker, -20);
fireObjects = createParticles(3, 500, 300, 5, scene);
}
function createPlane(width, height, light, y) {
var material = new MethodMaterial(); // DefaultMaterialManager.getDefaultTexture());
// material.lightPicker = new StaticLightPicker([light]);
material.lightPicker = light;
}
なお、
パーティクルをつくる関数
パーティクルは平面で、
パーティクルに用いるGeometryオブジェクトは、
function createParticles(numFires, numParticles, radius, y, scene) {
var primitive = new PrimitivePlanePrefab(10, 10, 1, 1, false);
var geometry = primitive.geometry;
var material = particleMaterial = new MethodMaterial();
var geometrySet = [];
for (var i = 0; i < numParticles; i++) {
geometrySet[i] = geometry;
}
var fireObjects = getFireObjects(geometrySet, numFires, material, animationSet, radius, y, scene);
return fireObjects;
}
炎のオブジェクトをつくって、
getFireObjects(幾何情報の配列, 炎の数, 表面素材, アニメーションセット, 炎の位置の半径, 炎の垂直座標, シーン)
炎のオブジェクトの配列をつくる関数
var ParticleGeometryHelper = require("awayjs-renderergl/lib/utils/ParticleGeometryHelper");
function getFireObjects(geometrySet, numFires, material, animationSet, radius, y, scene) {
var fireObjects = [];
var particleGeometry = ParticleGeometryHelper.generateGeometry(geometrySet);
var anglePerFire = Math.PI * 2 / numFires;
for (var i = 0; i < numFires; i++) {
var mesh = createAnimationParticle(particleGeometry, material, animationSet, fireObjects);
var angle = i * anglePerFire;
mesh.x = radius * Math.sin(angle);
mesh.z = radius * Math.cos(angle);
mesh.y = y;
scene.addChild(mesh);
}
return fireObjects;
}
炎のオブジェクトをつくって返す関数
var Mesh = require("awayjs-display/lib/entities/Mesh");
function createAnimationParticle(particleGeometry, material, animationSet, fireObjects) {
var mesh = new Mesh(particleGeometry, material);
fireObjects.push(new FireObject(mesh, animator));
return mesh;
}
アニメーションさせる炎のオブジェクトは、
new FireObject(Meshオブジェクト, ParticleAnimatorオブジェクト)
function FireObject(mesh, animator) {
this.strength = 0;
this.mesh = mesh;
this.animator = animator;
}
FireObject.prototype.startAnimation = function() {
this.animator.start();
};
パーティクルにアニメーションを定める
パーティクルのアニメーションは、
new ParticleAnimationSet(時間設定, ループ)
そして、
new ParticleAnimator(animationSetオブジェクト)
ParticleAnimationSetオブジェクトをつくる関数
var ParticleAnimationSet = require("awayjs-renderergl/lib/animators/ParticleAnimationSet");
var ParticleAnimator = require("awayjs-renderergl/lib/animators/ParticleAnimator");
function createParticles(numFires, numParticles, radius, y, scene) {
var animationSet = getParticleAnimationSet(animations, initParticle);
var fireObjects = getFireObjects(geometrySet, numFires, material, animationSet, radius, y, scene);
}
function getFireObjects(geometrySet, numFires, material, animationSet, radius, y, scene) {
for (var i = 0; i < numFires; i++) {
var mesh = createAnimationParticle(particleGeometry, material, animationSet, fireObjects);
}
}
function getParticleAnimationSet(animations, initParticleFunc) {
var animationSet = new ParticleAnimationSet(true, true);
return animationSet;
}
function createAnimationParticle(particleGeometry, material, animationSet, fireObjects) {
var animator = new ParticleAnimator(animationSet);
mesh.animator = animator;
}
アニメーションノードとして、
new ParticleVelocityNode(モード, 速度ベクトル)
そして、
ParticleAnimationSetオブジェクト.addAnimation(アニメーションノード)
アニメーションノードのオブジェクトは、
var Vector3D = require("awayjs-core/lib/geom/Vector3D");
var ParticlePropertiesMode = require("awayjs-renderergl/lib/animators/data/ParticlePropertiesMode");
var ParticleBillboardNode = require("awayjs-renderergl/lib/animators/nodes/ParticleBillboardNode");
var ParticleVelocityNode = require("awayjs-renderergl/lib/animators/nodes/ParticleVelocityNode");
function createParticles(numFires, numParticles, radius, y, scene) {
var GLOBAL = ParticlePropertiesMode.GLOBAL;
var animations = [
new ParticleBillboardNode(),
new ParticleVelocityNode(GLOBAL, new Vector3D(0, 80, 0))
];
var animationSet = getParticleAnimationSet(animations, initParticle);
}
function getParticleAnimationSet(animations, initParticleFunc) {
var animationSet = new ParticleAnimationSet(true, true);
var count = animations.length;
for (var i = 0; i < count; i++) {
animationSet.addAnimation(animations[i]);
}
return animationSet;
}
パーティクルのアニメーションを動かす
ようやくパーティクルをアニメーションとして動かせる。炎のMeshオブジェクトとそのMesh.
FireObject.prototype.startAnimation = function() {
this.animator.start();
}
床はトゥイーンアニメーションしながら表れるので、
new Timer(待ち時間, 繰返し回数)
Timerクラスの時間待ちは、
var TimerEvent = require("awayjs-core/lib/events/TimerEvent");
var Timer = require("awayjs-core/lib/utils/Timer");
function initialize() {
var fireTimer = new Timer(1000, fireObjects.length);
fireTimer.addEventListener(TimerEvent.TIMER, startFire);
fireTimer.start();
}
function startFire(eventObject) {
var fireTimer = eventObject.target;
var count = fireTimer.currentCount
var fireObject = fireObjects[count - 1];
fireObject.startAnimation();
if (count >= fireTimer.repeatCount) {
fireTimer.removeEventListener(TimerEvent.TIMER, startFire)
}
}
パーティクルのアニメーションを動かすにはもうひとつだけ、
function getParticleAnimationSet(animations, initParticleFunc) {
var animationSet = new ParticleAnimationSet(true, true);
animationSet.initParticleFunc = initParticleFunc;
}
function initParticle(prop) {
}
試してみると、
createParticles(炎の数, パーティクル数, 炎の位置の半径, 炎の垂直座標, シーン)
![図1 パーティクルが3つ浮上がる 図1 パーティクルが3つ浮上がる](/assets/images/design/serial/01/away3d-typescript/0012/thumb/TH800_001.png)
実は、
function initParticle(prop) {
prop.startTime = Math.random() * 5;
prop.duration = Math.random() * 4 + 0.1;
}
なお、
new ParticleAnimationSet(時間設定, ループ)
![図2 のろしのように立ち上るパーティクル 図2 のろしのように立ち上るパーティクル](/assets/images/design/serial/01/away3d-typescript/0012/thumb/TH800_002.png)
これまで書いたスクリプトをコード2にまとめた。クラスの定めはコード1のまま変えていない。あわせて、
var LoaderEvent = require("awayjs-core/lib/events/LoaderEvent");
var TimerEvent = require("awayjs-core/lib/events/TimerEvent");
var Vector3D = require("awayjs-core/lib/geom/Vector3D");
var AssetLibrary = require("awayjs-core/lib/library/AssetLibrary");
var URLRequest = require("awayjs-core/lib/net/URLRequest");
var RequestAnimationFrame = require("awayjs-core/lib/utils/RequestAnimationFrame");
var Timer = require("awayjs-core/lib/utils/Timer");
var View = require("awayjs-display/lib/containers/View");
var DirectionalLight = require("awayjs-display/lib/entities/DirectionalLight");
var Mesh = require("awayjs-display/lib/entities/Mesh");
var StaticLightPicker = require("awayjs-display/lib/materials/lightpickers/StaticLightPicker");
var PrimitivePlanePrefab = require("awayjs-display/lib/prefabs/PrimitivePlanePrefab");
var ParticleAnimationSet = require("awayjs-renderergl/lib/animators/ParticleAnimationSet");
var ParticleAnimator = require("awayjs-renderergl/lib/animators/ParticleAnimator");
var ParticlePropertiesMode = require("awayjs-renderergl/lib/animators/data/ParticlePropertiesMode");
var ParticleBillboardNode = require("awayjs-renderergl/lib/animators/nodes/ParticleBillboardNode");
var ParticleVelocityNode = require("awayjs-renderergl/lib/animators/nodes/ParticleVelocityNode");
var DefaultRenderer = require("awayjs-renderergl/lib/DefaultRenderer");
var MethodMaterial = require("awayjs-methodmaterials/lib/MethodMaterial");
var MethodRendererPool = require("awayjs-methodmaterials/lib/pool/MethodRendererPool");
var HoverController = require("awayjs-display/lib/controllers/HoverController");
var ParticleGeometryHelper = require("awayjs-renderergl/lib/utils/ParticleGeometryHelper");
var view;
var plane;
var cameraController;
var lightPicker;
var timer;
var planeDiffuse = "assets/floor_diffuse.jpg";
var lastMouseX;
var lastMouseY;
var lastPanAngle;
var lastTiltAngle;
var fireObjects;
var particleMaterial;
function initialize() {
var directionalLight = createDirectionalLight(0.25, 0xFFFFFF);
view = createView(240, 180, 0x0);
var scene = view.scene;
lightPicker = new StaticLightPicker([directionalLight]);
plane = createPlane(800, 800, lightPicker, -20);
fireObjects = createParticles(3, 500, 300, 5, scene);
scene.addChild(plane);
cameraController = setupCameraController(view.camera, 1000, 0, 90, 45, 20);
AssetLibrary.addEventListener(LoaderEvent.RESOURCE_COMPLETE, onResourceComplete);
AssetLibrary.load(new URLRequest(planeDiffuse));
document.onmousedown = startDrag;
timer = new RequestAnimationFrame(render);
timer.start();
var fireTimer = new Timer(1000, fireObjects.length);
fireTimer.addEventListener(TimerEvent.TIMER, startFire);
fireTimer.start();
}
function createView(width, height, backgroundColor) {
var defaultRenderer = new DefaultRenderer(MethodRendererPool);
var view = new View(defaultRenderer);
view.width = width;
view.height = height;
view.backgroundColor = backgroundColor;
return view;
}
function createPlane(width, height, light, y) {
var material = new MethodMaterial();
var plane = new PrimitivePlanePrefab(width, height).getNewObject();
plane.material = material;
material.lightPicker = light;
plane.y = y;
return plane;
}
function createParticles(numFires, numParticles, radius, y, scene) {
var GLOBAL = ParticlePropertiesMode.GLOBAL;
var animations = [
new ParticleBillboardNode(),
new ParticleVelocityNode(GLOBAL, new Vector3D(0, 80, 0))
];
var animationSet = getParticleAnimationSet(animations, initParticle);
var primitive = new PrimitivePlanePrefab(10, 10, 1, 1, false);
var geometry = primitive.geometry;
var material = particleMaterial = new MethodMaterial();
var geometrySet = [];
for (var i = 0; i < numParticles; i++) {
geometrySet[i] = geometry;
}
var fireObjects = getFireObjects(geometrySet, numFires, material, animationSet, radius, y, scene);
return fireObjects;
}
function getFireObjects(geometrySet, numFires, material, animationSet, radius, y, scene) {
var fireObjects = [];
var particleGeometry = ParticleGeometryHelper.generateGeometry(geometrySet);
var anglePerFire = Math.PI * 2 / numFires;
for (var i = 0; i < numFires; i++) {
var mesh = createAnimationParticle(particleGeometry, material, animationSet, fireObjects);
var angle = i * anglePerFire;
mesh.x = radius * Math.sin(angle);
mesh.z = radius * Math.cos(angle);
mesh.y = y;
scene.addChild(mesh);
}
return fireObjects;
}
function getParticleAnimationSet(animations, initParticleFunc) {
var animationSet = new ParticleAnimationSet(true, true);
var count = animations.length;
for (var i = 0; i < count; i++) {
animationSet.addAnimation(animations[i]);
}
animationSet.initParticleFunc = initParticleFunc;
return animationSet;
}
function createAnimationParticle(particleGeometry, material, animationSet, fireObjects) {
var mesh = new Mesh(particleGeometry, material);
var animator = new ParticleAnimator(animationSet);
mesh.animator = animator;
fireObjects.push(new FireObject(mesh, animator));
return mesh;
}
function initParticle(prop) {
prop.startTime = Math.random() * 5;
prop.duration = Math.random() * 4 + 0.1;
}
function startFire(eventObject) {
var fireTimer = eventObject.target;
var count = fireTimer.currentCount;
var fireObject = fireObjects[count - 1];
fireObject.startAnimation();
if (count >= fireTimer.repeatCount) {
fireTimer.removeEventListener(TimerEvent.TIMER, startFire);
}
}
function createDirectionalLight(ambient, color) {
var light = new DirectionalLight();
light.ambient = ambient;
light.color = color;
return light;
}
function setupCameraController(camera, distance, minTiltAngle, maxTiltAngle, panAngle, tiltAngle) {
var cameraController = new HoverController(camera);
cameraController.distance = distance;
cameraController.minTiltAngle = minTiltAngle;
cameraController.maxTiltAngle = maxTiltAngle;
cameraController.panAngle = panAngle;
cameraController.tiltAngle = tiltAngle;
return cameraController;
}
function onResourceComplete(eventObject) {
var assets = eventObject.assets;
var material;
var count = assets.length;
var url = eventObject.url;
for (var i = 0; i < count; i++) {
var asset = assets[i];
switch (url) {
case (planeDiffuse):
material = plane.material;
material.texture = asset;
break;
}
}
}
function render(timeStamp) {
view.render();
}
function startDrag(eventObject) {
lastMouseX = eventObject.clientX;
lastMouseY = eventObject.clientY;
lastPanAngle = cameraController.panAngle;
lastTiltAngle = cameraController.tiltAngle;
document.onmousemove = drag;
document.onmouseup = stopDrag;
}
function drag(eventObject) {
cameraController.panAngle = 0.5 * (eventObject.clientX - lastMouseX) + lastPanAngle;
cameraController.tiltAngle = 0.3 * (eventObject.clientY - lastMouseY) + lastTiltAngle;
}
function stopDrag(eventObject) {
document.onmousemove = null;
document.onmouseup = null;
}