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src/core/System.js

import EventDispatcher, {
  EMITTER_ADDED,
  EMITTER_REMOVED,
  SYSTEM_UPDATE,
  SYSTEM_UPDATE_AFTER,
} from '../events';

import { DEFAULT_SYSTEM_DELTA } from './constants';
import Emitter from '../emitter/Emitter';
import { INTEGRATION_TYPE_EULER } from '../math/constants';
import { POOL_MAX } from '../constants';
import Pool from './Pool';
import fromJSON from './fromJSON';
import fromJSONAsync from './fromJSONAsync';
import { CORE_TYPE_SYSTEM as type } from './types';

/**
 * The core of the three-system particle engine.
 * A System instance can contain multiple emitters, each with their own initializers
 * and behaviours.
 *
 */
export default class System {
  /**
   * Constructs a System instance.
   *
   * @param {object} THREE - ThreeJs
   * @param {number} [preParticles=POOL_MAX] - The number of particles to start with
   * @param {string} [integrationType=INTEGRATION_TYPE_EULER] - The integration type to use
   * @return void
   */
  constructor(
    preParticles = POOL_MAX,
    integrationType = INTEGRATION_TYPE_EULER
  ) {
    /**
     * @desc The class type.
     * @type {string}
     */
    this.type = type;

    /**
     * @desc Determines if the system can update or not. Set to false when destroying
     * to ensure that external calls to update do not throw errors.
     * @type {boolean}
     */
    this.canUpdate = true;

    /**
     * @desc The number of particles to start with.
     * @type {number}
     */
    this.preParticles = preParticles;

    /**
     * @desc The integration algorithm type to use.
     * @param {string}
     */
    this.integrationType = integrationType;

    /**
     * @desc The emitters in the particle system.
     * @type {array<Emitter>}
     */
    this.emitters = [];

    /**
     * @desc The renderers for the system.
     * @type {array<Renderer>}
     */
    this.renderers = [];

    /**
     * @desc A pool used to manage the internal system cache of objects
     * @type {Pool}
     */
    this.pool = new Pool();

    /**
     * @desc Internal event dispatcher
     * @type {EventDispatcher}
     */
    this.eventDispatcher = new EventDispatcher();
  }

  /**
   * Creates a System instance from a JSON object.
   *
   * @param {object} json - The JSON to create the System instance from
   * @param {object} THREE - The Web GL Api to use eg., THREE
   * @return {System}
   *
   * @deprecated use fromJSONAsync instead
   */
  static fromJSON(json, THREE) {
    return fromJSON(json, THREE, System, Emitter);
  }

  /**
   * Loads a System instance from JSON asynchronously. Ensures all textures are
   * fully loaded before resolving with the instantiated System instance.
   *
   * @param {object} json - The JSON to create the System instance from
   * @param {object} THREE - The Web GL Api to use eg., THREE
   * @param {?object} options - Optional config options
   * @return {Promise<System>}
   */
  static fromJSONAsync(json, THREE, options) {
    return fromJSONAsync(json, THREE, System, Emitter, options);
  }

  /**
   * Proxy method for the internal event dispatcher's dispatchEvent method.
   *
   * @param {string} event - The event to dispatch
   * @param {object<System|Emitter|Particle>} [target=this] - The event target
   */
  dispatch(event, target = this) {
    this.eventDispatcher.dispatchEvent(event, target);
  }

  /**
   * Adds a renderer to the System instance and initializes it.
   *
   * @param {Renderer} renderer - The renderer to add
   * @return {System}
   */
  addRenderer(renderer) {
    this.renderers.push(renderer);
    renderer.init(this);

    return this;
  }

  /**
   * Removes a renderer from the System instance.
   *
   * @param {Renderer} renderer
   * @return {System}
   */
  removeRenderer(renderer) {
    this.renderers.splice(this.renderers.indexOf(renderer), 1);
    renderer.remove(this);

    return this;
  }

  /**
   * Adds an emitter to the System instance.
   * Dispatches the EMITTER_ADDED event.
   *
   * @param {Emitter} emitter - The emitter to add
   * @return {System}
   */
  addEmitter(emitter) {
    const index = this.emitters.length;

    emitter.parent = this;
    emitter.index = index;

    this.emitters.push(emitter);
    this.dispatch(EMITTER_ADDED, emitter);

    return this;
  }

  /**
   * Removes an emitter from the System instance.
   * Dispatches the EMITTER_REMOVED event.
   *
   * @param {Emitter} emitter - The emitter to remove
   * @return {System}
   */
  removeEmitter(emitter) {
    if (emitter.parent !== this) {
      return this;
    }

    emitter.parent = null;
    emitter.index = undefined;

    this.emitters.splice(this.emitters.indexOf(emitter), 1);
    this.dispatch(EMITTER_REMOVED, emitter);

    return this;
  }

  /**
   * Wires up life cycle methods and causes a system's emitters to emit particles.
   * Expects emitters to have their totalEmitTimes and life set already.
   * Inifnite systems will resolve immediately.
   *
   * @param {object} hooks - Functions to hook into the life cycle API
   * @param {function} hooks.onStart - Called when the system starts to emit particles
   * @param {function} hooks.onUpdate - Called each time the system updates
   * @param {function} hooks.onEnd - Called when the system's emitters have all died
   * @return {Promise}
   */
  emit({ onStart, onUpdate, onEnd }) {
    if (onStart) {
      onStart();
    }

    if (onUpdate) {
      this.eventDispatcher.addEventListener(SYSTEM_UPDATE, onUpdate);
    }

    const emitters = this.emitters.map(emitter => {
      const { life } = emitter;

      if (life === Infinity) {
        if (onEnd) {
          onEnd();
        }

        emitter.experimental_emit();

        return Promise.resolve();
      }

      return new Promise(resolve => {
        emitter.addOnEmitterDeadEventListener(() => {
          if (onEnd) {
            onEnd();
          }

          resolve();
        });

        emitter.experimental_emit();
      });
    });

    try {
      return Promise.all(emitters);
    } catch (e) {
      console.warn(e);
    }
  }

  /**
   * Updates the particle system based on the delta passed.
   *
   * @example
   * animate = () => {
   *   threeRenderer.render(threeScene, threeCamera);
   *   system.update();
   *   requestAnimationFrame(animate);
   * }
   * animate();
   *
   * @param {number} delta - Delta time
   * @return {Promise}
   */
  update(delta = DEFAULT_SYSTEM_DELTA) {
    const d = delta || DEFAULT_SYSTEM_DELTA;

    if (this.canUpdate) {
      if (d > 0) {
        let i = this.emitters.length;

        while (i--) {
          const emitter = this.emitters[i];

          emitter.update(d);
          emitter.particles.length && this.dispatch(SYSTEM_UPDATE);
        }
      }

      this.dispatch(SYSTEM_UPDATE_AFTER);
    }

    return Promise.resolve();
  }

  /**
   * Gets a count of the total number of particles in the system.
   *
   * @return {integer}
   */
  getCount() {
    const length = this.emitters.length;

    let total = 0;

    let i;

    for (i = 0; i < length; i++) {
      total += this.emitters[i].particles.length;
    }

    return total;
  }

  /**
   * Destroys all emitters, renderers and the Nebula pool.
   * Ensures that this.update will not perform any operations while the system
   * is being destroyed.
   *
   * @return void
   */
  destroy() {
    const length = this.emitters.length;

    this.canUpdate = false;

    for (let e = 0; e < length; e++) {
      this.emitters[e] && this.emitters[e].destroy();
      delete this.emitters[e];
    }

    for (let r = 0; r < length; r++) {
      if (this.renderers[r] && this.renderers[r].destroy) {
        this.renderers[r].destroy();
        delete this.renderers[r];
      }
    }

    this.emitters.length = 0;
    this.pool.destroy();
    this.canUpdate = true;
  }
}