mirror of
https://github.com/galacean/engine.git
synced 2026-05-19 11:36:12 +08:00
* refactor(core): migrate shaders from core/shaderlib to shader package and clean up old files
96 lines
2.6 KiB
TypeScript
96 lines
2.6 KiB
TypeScript
/**
|
|
* @title Particle Shape Transform
|
|
* @category Particle
|
|
*/
|
|
import {
|
|
Camera,
|
|
Color,
|
|
ConeShape,
|
|
BoxShape,
|
|
Engine,
|
|
Entity,
|
|
Logger,
|
|
ParticleMaterial,
|
|
ParticleRenderer,
|
|
ParticleSimulationSpace,
|
|
Vector3,
|
|
WebGLEngine
|
|
} from "@galacean/engine";
|
|
import { initScreenshot, updateForE2E } from "./.mockForE2E";
|
|
|
|
WebGLEngine.create({
|
|
canvas: "canvas"
|
|
}).then((engine) => {
|
|
Logger.enable();
|
|
engine.canvas.resizeByClientSize();
|
|
|
|
const rootEntity = engine.sceneManager.activeScene.createRootEntity("Root");
|
|
|
|
const cameraEntity = rootEntity.createChild("Camera");
|
|
cameraEntity.transform.position = new Vector3(0, 0, 30);
|
|
const camera = cameraEntity.addComponent(Camera);
|
|
camera.fieldOfView = 60;
|
|
camera.nearClipPlane = 0.3;
|
|
camera.farClipPlane = 1000;
|
|
|
|
// Cone with shape position offset
|
|
createParticle(rootEntity, engine, -6, () => {
|
|
const shape = new ConeShape();
|
|
shape.position.set(0, 3, 0);
|
|
return shape;
|
|
});
|
|
|
|
// Cone with shape rotation
|
|
createParticle(rootEntity, engine, -2, () => {
|
|
const shape = new ConeShape();
|
|
shape.rotation.set(0, 0, 90);
|
|
return shape;
|
|
});
|
|
|
|
// Box with shape scale
|
|
createParticle(rootEntity, engine, 2, () => {
|
|
const shape = new BoxShape();
|
|
shape.scale.set(3, 1, 1);
|
|
return shape;
|
|
});
|
|
|
|
// Cone with combined transform
|
|
createParticle(rootEntity, engine, 6, () => {
|
|
const shape = new ConeShape();
|
|
shape.position.set(0, 2, 0);
|
|
shape.rotation.set(0, 0, 45);
|
|
shape.scale.set(2, 1, 1);
|
|
return shape;
|
|
});
|
|
|
|
updateForE2E(engine, 500);
|
|
initScreenshot(engine, camera);
|
|
});
|
|
|
|
function createParticle(rootEntity: Entity, engine: Engine, xPos: number, createShape: () => any): void {
|
|
// Entity stays detached during configuration. Adding it to the tree triggers
|
|
// _onEnable → play(), which only honors useAutoRandomSeed=false if we set it
|
|
// before the entity becomes active. Otherwise play() would seed the
|
|
// generator with Math.random(), producing a different screenshot every run.
|
|
const particleEntity = new Entity(engine, "Particle");
|
|
particleEntity.transform.position.set(xPos, 0, 0);
|
|
|
|
const particleRenderer = particleEntity.addComponent(ParticleRenderer);
|
|
|
|
const material = new ParticleMaterial(engine);
|
|
material.baseColor = new Color(1.0, 1.0, 1.0, 1.0);
|
|
particleRenderer.setMaterial(material);
|
|
|
|
const generator = particleRenderer.generator;
|
|
generator.useAutoRandomSeed = false;
|
|
|
|
const { main, emission } = generator;
|
|
main.startSpeed.constant = 3;
|
|
main.startSize.constant = 0.15;
|
|
main.simulationSpace = ParticleSimulationSpace.Local;
|
|
|
|
emission.shape = createShape();
|
|
|
|
rootEntity.addChild(particleEntity);
|
|
}
|