发射器模块
发射器模块是粒子系统中的一个重要组成部分,用于定义和控制粒子的发射行为。它决定了粒子在空间中的初始位置、速度、方向以及其他属性,从而影响整个粒子系统的效果。
使用方式
发射器模块是粒子仿真器必备模块,以下代码展示如何为粒子仿真器添加一个发射器模块:
ts
let emitter = simulator.addModule(ParticleEmitterModule);
// 设置最大粒子数
emitter.maxParticle = 10000;
// 设置持续发射时间
emitter.duration = 10;
// 设置发射速率(x个/秒)
emitter.emissionRate = 1000;
// 设置粒子生命周期大小
emitter.startLifecycle.setScalar(1);
// 设置发射器发射形状
emitter.shapeType = ShapeType.Box;
// 设置发射器发射形状的大小
emitter.boxSize = new Vector3(10, 10, 10);
// 设置发射器从发射形状的哪个位置发射
emitter.emitLocation = EmitLocation.Edge;
let emitter = simulator.addModule(ParticleEmitterModule);
// 设置最大粒子数
emitter.maxParticle = 10000;
// 设置持续发射时间
emitter.duration = 10;
// 设置发射速率(x个/秒)
emitter.emissionRate = 1000;
// 设置粒子生命周期大小
emitter.startLifecycle.setScalar(1);
// 设置发射器发射形状
emitter.shapeType = ShapeType.Box;
// 设置发射器发射形状的大小
emitter.boxSize = new Vector3(10, 10, 10);
// 设置发射器从发射形状的哪个位置发射
emitter.emitLocation = EmitLocation.Edge;
粒子发射器模块 ParticleEmitterModule
包含一些重要的发射参数,各参数作用如下:
名称 | 描述 |
---|---|
maxParticle | 最大粒子数 |
duration | 粒子发射持续时间(单位:秒) |
emissionRate | 发射速率(每秒发射多少个粒子) |
startLifecycle | 粒子生命周期(单位:秒) |
shapeType | 发射器形状(圆形、矩形、球体、锥体) |
emitLocation | 发射位置(基于 实体,表面,边缘) |
angle | 角度(当发射器形状为锥体时有效) |
radius | 半径(当发射器形状为圆形、球体、锥体时有效) |
boxSize | 矩形/盒子 大小 |
ts
import { Engine3D, AtmosphericComponent, Vector3, View3D, HoverCameraController, Object3D, PlaneGeometry, Scene3D, CameraUtil, webGPUContext } from '@orillusion/core'
import { ParticleSystem, ParticleMaterial, ParticleStandardSimulator, ParticleEmitterModule, ShapeType, EmitLocation } from '@orillusion/particle'
export class Sample_ParticleEmitter {
async run() {
await Engine3D.init()
let scene = new Scene3D()
scene.addComponent(AtmosphericComponent).sunY = 0.6
let camera = CameraUtil.createCamera3DObject(scene)
camera.perspective(60, webGPUContext.aspect, 0.1, 5000.0)
let ctrl = camera.object3D.addComponent(HoverCameraController)
ctrl.setCamera(45, -15, 30)
await this.initScene(scene)
let view = new View3D()
view.scene = scene
view.camera = camera
Engine3D.startRenderView(view)
}
async initScene(scene: Scene3D) {
// 创建实体对象
let obj = new Object3D()
scene.addChild(obj)
// 添加粒子系统组件
let particleSystem = obj.addComponent(ParticleSystem)
// 设置粒子材质
let material = new ParticleMaterial()
material.baseMap = await Engine3D.res.loadTexture('https://cdn.orillusion.com/particle/fx_a_glow_003.png')
// 设置粒子形状
particleSystem.geometry = new PlaneGeometry(1, 1, 1, 1, Vector3.Z_AXIS)
particleSystem.material = material
// 使用指定仿真器
let simulator = particleSystem.useSimulator(ParticleStandardSimulator)
// 添加发射器模块
let emitter = simulator.addModule(ParticleEmitterModule)
emitter.maxParticle = 1 * 10000
emitter.duration = 10
emitter.emissionRate = 1000
emitter.startLifecycle.setScalar(1)
emitter.shapeType = ShapeType.Box
emitter.boxSize = new Vector3(10, 10, 10)
emitter.emitLocation = EmitLocation.Edge
// 开始播放
particleSystem.play()
}
}
new Sample_ParticleEmitter().run()
import { Engine3D, AtmosphericComponent, Vector3, View3D, HoverCameraController, Object3D, PlaneGeometry, Scene3D, CameraUtil, webGPUContext } from '@orillusion/core'
import { ParticleSystem, ParticleMaterial, ParticleStandardSimulator, ParticleEmitterModule, ShapeType, EmitLocation } from '@orillusion/particle'
export class Sample_ParticleEmitter {
async run() {
await Engine3D.init()
let scene = new Scene3D()
scene.addComponent(AtmosphericComponent).sunY = 0.6
let camera = CameraUtil.createCamera3DObject(scene)
camera.perspective(60, webGPUContext.aspect, 0.1, 5000.0)
let ctrl = camera.object3D.addComponent(HoverCameraController)
ctrl.setCamera(45, -15, 30)
await this.initScene(scene)
let view = new View3D()
view.scene = scene
view.camera = camera
Engine3D.startRenderView(view)
}
async initScene(scene: Scene3D) {
// 创建实体对象
let obj = new Object3D()
scene.addChild(obj)
// 添加粒子系统组件
let particleSystem = obj.addComponent(ParticleSystem)
// 设置粒子材质
let material = new ParticleMaterial()
material.baseMap = await Engine3D.res.loadTexture('https://cdn.orillusion.com/particle/fx_a_glow_003.png')
// 设置粒子形状
particleSystem.geometry = new PlaneGeometry(1, 1, 1, 1, Vector3.Z_AXIS)
particleSystem.material = material
// 使用指定仿真器
let simulator = particleSystem.useSimulator(ParticleStandardSimulator)
// 添加发射器模块
let emitter = simulator.addModule(ParticleEmitterModule)
emitter.maxParticle = 1 * 10000
emitter.duration = 10
emitter.emissionRate = 1000
emitter.startLifecycle.setScalar(1)
emitter.shapeType = ShapeType.Box
emitter.boxSize = new Vector3(10, 10, 10)
emitter.emitLocation = EmitLocation.Edge
// 开始播放
particleSystem.play()
}
}
new Sample_ParticleEmitter().run()