/Photons2

Particle System for Three.js

Primary LanguageJavaScriptMIT LicenseMIT

Photons 2 - JavaScript Particle System for Three.js

screenshot

Basic particle system for the Three.js 3D graphics library implemented in JavaScript. This is a sequel/complete rewrite of Photons (https://github.com/mkkellogg/Photons), my original particle system for Three.js.

This is very much a work in progress!

This implementation exposes typical physical attributes for each particle:

  • Position
  • Velocity
  • Acceleration
  • Rotation
  • Rotational speed
  • Rotational acceleration

This implementation also exposes display attributes:

  • Color
  • Size
  • Opacity
  • Texture

An "Initializer" can be assigned to each of the attributes mentioned above in order to initialize a particle to a desired state when it is created.

An "Operator" can be assigned to each attribute to vary its value over the lifetime of the particle.

The current implementation also supports the concept of a texture atlas (spritesheet) so particle textures can be animated.

The repository includes demo pages in the /demo folder and the core of the relevant demo code is in folders under demo/js/scene.

Demo: The particle system can be seen in action here.

Installation

To install all necessary node modules:

npm install

To run the demo locally:

npm run demo

Sample code

To set up a particle system:

import * as Photons from './lib/photons.module.js';
import * as THREE from 'three';

// Create atlas, in this case it only contains a single image
const texturePath = 'assets/textures/ember.png';
const embersTexture = new THREE.TextureLoader().load(texturePath);
const embersAtlas = new Photons.Atlas(embersTexture, texturePath);
embersAtlas.addFrameSet(1, 0.0, 0.0, 1.0, 1.0);

// Create the renderer and pass to the particle system during construction. The particle system will perform
// additional initialization on the renderer.
const embersRenderer = new Photons.AnimatedSpriteRenderer(true, embersAtlas, true, THREE.AdditiveBlending);

// Create the base parent object for the particle system
const embersRoot = new THREE.Object3D();

// Create and initialize the particle system
const embersParticleSystem = new Photons.ParticleSystem(embersRoot, embersRenderer, this.renderer);
embersParticleSystem.setSimulateInWorldSpace(true);
embersParticleSystem.init(150);

// Set the emitter properties
embersParticleSystem.setEmitter(new Photons.ConstantParticleEmitter(6));

// Set up particle initializers
const sizeInitializerGenerator = new Photons.RandomGenerator(THREE.Vector2,
    new THREE.Vector2(0.0, 0.0),
    new THREE.Vector2(0.15, 0.15),
    0.0, 0.0, false);
embersParticleSystem.addParticleStateInitializer(new Photons.LifetimeInitializer(3.0, 1.0, 0.0, 0.0, false));
embersParticleSystem.addParticleStateInitializer(new Photons.SizeInitializer(sizeInitializerGenerator));
embersParticleSystem.addParticleStateInitializer(new Photons.BoxPositionInitializer(
    new THREE.Vector3(0.05, 0.0, 0.05),
    new THREE.Vector3(-0.025, 0.0, -0.025)));
embersParticleSystem.addParticleStateInitializer(new Photons.RandomVelocityInitializer(
    new THREE.Vector3(0.4, 0.5, 0.4),
    new THREE.Vector3(-0.2, 0.8, -0.2),
    0.6, 0.8));

// Set up particle operators
const embersOpacityOperator = embersParticleSystem.addParticleStateOperator(new Photons.OpacityInterpolatorOperator());
embersOpacityOperator.addElements([
    [0.0, 0.0],
    [0.7, 0.25],
    [0.9, 0.75],
    [0.0, 1.0]
]);

const embersColorOperator = embersParticleSystem.addParticleStateOperator(new Photons.ColorInterpolatorOperator(true));
embersColorOperator.addElementsFromParameters([
    [[1.0, 0.7, 0.0], 0.0],
    [[1.0, 0.6, 0.0], 0.5],
    [[1.0, 0.4, 0.0], 1.0]
]);

const acceleratorOperatorGenerator = new Photons.SphereRandomGenerator(Math.PI * 2.0, 0.0, Math.PI,
    -Math.PI / 2, 20.0, -8,
    1.0, 1.0, 1.0,
    0.0, 0.0, 0.0);

embersParticleSystem.addParticleStateOperator(new Photons.AccelerationOperator(acceleratorOperatorGenerator));

// Start particle system
embersParticleSystem.start();

return embersParticleSystem;

To update and render a particle system (called every frame):

embersParticleSystem.update();
embersParticleSystem.render(threeRenderer, threeCamera);