diff --git a/examples/canvas_particles_shapes.html b/examples/canvas_particles_shapes.html
deleted file mode 100644
index cacbf5e3a63d453e77e296b55a0378072d2d7f01..0000000000000000000000000000000000000000
--- a/examples/canvas_particles_shapes.html
+++ /dev/null
@@ -1,345 +0,0 @@
-
-
-
- three.js canvas - particles with shapes
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/index.html b/examples/index.html
index 87cbcaddf0f3d8aaedca9c6a24f81e03073e42f1..196088ea04a6d6a83919ebf7336b8d4bf7bb1256 100644
--- a/examples/index.html
+++ b/examples/index.html
@@ -334,7 +334,6 @@
"webgl_particles_billboards_colors",
"webgl_particles_dynamic",
"webgl_particles_random",
- "webgl_particles_shapes",
"webgl_particles_sprites",
"webgl_performance",
"webgl_performance_doublesided",
@@ -460,7 +459,6 @@
"canvas_morphtargets_horse",
"canvas_particles_floor",
"canvas_particles_random",
- "canvas_particles_shapes",
"canvas_particles_sprites",
"canvas_particles_waves",
"canvas_performance",
diff --git a/examples/js/Sparks.js b/examples/js/Sparks.js
deleted file mode 100644
index f351cdb67263af97b1375a515d76b524bb932268..0000000000000000000000000000000000000000
--- a/examples/js/Sparks.js
+++ /dev/null
@@ -1,981 +0,0 @@
-/*
- * @author zz85 (http://github.com/zz85 http://www.lab4games.net/zz85/blog)
- *
- * a simple to use javascript 3d particles system inspired by FliNT and Stardust
- * created with TWEEN.js and THREE.js
- *
- * for feature requests or bugs, please visit https://github.com/zz85/sparks.js
- *
- * licensed under the MIT license
- */
-
-var SPARKS = {};
-
-/********************************
-* Emitter Class
-*
-* Creates and Manages Particles
-*********************************/
-
-SPARKS.Emitter = function ( counter ) {
-
- this._counter = counter ? counter : new SPARKS.SteadyCounter( 10 ); // provides number of particles to produce
-
- this._particles = [];
-
-
- this._initializers = []; // use for creation of particles
- this._actions = []; // uses action to update particles
- this._activities = []; // not supported yet
-
- this._handlers = [];
-
- this.callbacks = {};
-
-};
-
-
-SPARKS.Emitter.prototype = {
-
- _TIMESTEP: 15,
- _timer: null,
- _lastTime: null,
- _timerStep: 10,
- _velocityVerlet: true,
-
- // run its built in timer / stepping
- start: function() {
-
- this._lastTime = Date.now();
- this._timer = setTimeout( this.step, this._timerStep, this );
- this._isRunning = true;
-
- },
-
- stop: function() {
-
- this._isRunning = false;
- clearTimeout( this._timer );
-
- },
-
- isRunning: function() {
-
- return this._isRunning & true;
-
- },
-
- // Step gets called upon by the engine
- // but attempts to call update() on a regular basics
- // This method is also described in http://gameclosure.com/2011/04/11/deterministic-delta-tee-in-js-games/
- step: function( emitter ) {
-
- var time = Date.now();
- var elapsed = time - emitter._lastTime;
-
- if ( ! this._velocityVerlet ) {
-
- // if elapsed is way higher than time step, (usually after switching tabs, or excution cached in ff)
- // we will drop cycles. perhaps set to a limit of 10 or something?
- var maxBlock = emitter._TIMESTEP * 20;
-
- if ( elapsed >= maxBlock ) {
-
- //console.log('warning: sparks.js is fast fowarding engine, skipping steps', elapsed / emitter._TIMESTEP);
- //emitter.update( (elapsed - maxBlock) / 1000);
- elapsed = maxBlock;
-
- }
-
- while ( elapsed >= emitter._TIMESTEP ) {
-
- emitter.update( emitter._TIMESTEP / 1000 );
- elapsed -= emitter._TIMESTEP;
-
- }
- emitter._lastTime = time - elapsed;
-
- } else {
-
- emitter.update( elapsed / 1000 );
- emitter._lastTime = time;
-
- }
-
-
-
- if ( emitter._isRunning )
- setTimeout( emitter.step, emitter._timerStep, emitter );
-
- },
-
-
- // Update particle engine in seconds, not milliseconds
- update: function( time ) {
-
- var i, j;
- var len = this._counter.updateEmitter( this, time );
-
- // Create particles
- for ( i = 0; i < len; i ++ ) {
-
- this.createParticle();
-
- }
-
- // Update activities
- len = this._activities.length;
- for ( i = 0; i < len; i ++ ) {
-
- this._activities[ i ].update( this, time );
-
- }
-
-
- len = this._actions.length;
-
- var particle;
- var action;
- var len2 = this._particles.length;
-
- for ( j = 0; j < len; j ++ ) {
-
- action = this._actions[ j ];
- for ( i = 0; i < len2; ++ i ) {
-
- particle = this._particles[ i ];
- action.update( this, particle, time );
-
- }
-
- }
-
-
- // remove dead particles
- for ( i = len2; i --; ) {
-
- particle = this._particles[ i ];
- if ( particle.isDead ) {
-
- //particle =
- this._particles.splice( i, 1 );
- this.dispatchEvent( "dead", particle );
- SPARKS.VectorPool.release( particle.position ); //
- SPARKS.VectorPool.release( particle.velocity );
-
- } else {
-
- this.dispatchEvent( "updated", particle );
-
- }
-
- }
-
- this.dispatchEvent( "loopUpdated" );
-
- },
-
- createParticle: function() {
-
- var particle = new SPARKS.Particle();
- // In future, use a Particle Factory
- var len = this._initializers.length, i;
-
- for ( i = 0; i < len; i ++ ) {
-
- this._initializers[ i ].initialize( this, particle );
-
- }
-
- this._particles.push( particle );
-
- this.dispatchEvent( "created", particle ); // ParticleCreated
-
- return particle;
-
- },
-
- addInitializer: function ( initializer ) {
-
- this._initializers.push( initializer );
-
- },
-
- addAction: function ( action ) {
-
- this._actions.push( action );
-
- },
-
- removeInitializer: function ( initializer ) {
-
- var index = this._initializers.indexOf( initializer );
- if ( index > - 1 ) {
-
- this._initializers.splice( index, 1 );
-
- }
-
- },
-
- removeAction: function ( action ) {
-
- var index = this._actions.indexOf( action );
- if ( index > - 1 ) {
-
- this._actions.splice( index, 1 );
-
- }
- //console.log('removeAction', index, this._actions);
-
- },
-
- addCallback: function( name, callback ) {
-
- this.callbacks[ name ] = callback;
-
- },
-
- dispatchEvent: function( name, args ) {
-
- var callback = this.callbacks[ name ];
- if ( callback ) {
-
- callback( args );
-
- }
-
- }
-
-
-};
-
-
-/*
- * Constant Names for
- * Events called by emitter.dispatchEvent()
- *
- */
-SPARKS.EVENT_PARTICLE_CREATED = "created";
-SPARKS.EVENT_PARTICLE_UPDATED = "updated";
-SPARKS.EVENT_PARTICLE_DEAD = "dead";
-SPARKS.EVENT_LOOP_UPDATED = "loopUpdated";
-
-
-
-/*
- * Steady Counter attempts to produces a particle rate steadily
- *
- */
-
-// Number of particles per seconds
-SPARKS.SteadyCounter = function( rate ) {
-
- this.rate = rate;
-
- // we use a shortfall counter to make up for slow emitters
- this.leftover = 0;
-
-};
-
-SPARKS.SteadyCounter.prototype.updateEmitter = function( emitter, time ) {
-
- var targetRelease = time * this.rate + this.leftover;
- var actualRelease = Math.floor( targetRelease );
-
- this.leftover = targetRelease - actualRelease;
-
- return actualRelease;
-
-};
-
-
-/*
- * Shot Counter produces specified particles
- * on a single impluse or burst
- */
-
-SPARKS.ShotCounter = function( particles ) {
-
- this.particles = particles;
- this.used = false;
-
-};
-
-SPARKS.ShotCounter.prototype.updateEmitter = function( emitter, time ) {
-
- if ( this.used ) {
-
- return 0;
-
- } else {
-
- this.used = true;
-
- }
-
- return this.particles;
-
-};
-
-
-/********************************
-* Particle Class
-*
-* Represents a single particle
-*********************************/
-SPARKS.Particle = function() {
-
- /**
- * The lifetime of the particle, in seconds.
- */
- this.lifetime = 0;
-
- /**
- * The age of the particle, in seconds.
- */
- this.age = 0;
-
- /**
- * The energy of the particle.
- */
- this.energy = 1;
-
- /**
- * Whether the particle is dead and should be removed from the stage.
- */
- this.isDead = false;
-
- this.target = null; // tag
-
- /**
- * For 3D
- */
-
- this.position = SPARKS.VectorPool.get().set( 0, 0, 0 ); //new THREE.Vector3( 0, 0, 0 );
- this.velocity = SPARKS.VectorPool.get().set( 0, 0, 0 ); //new THREE.Vector3( 0, 0, 0 );
- this._oldvelocity = SPARKS.VectorPool.get().set( 0, 0, 0 );
- // rotation vec3
- // angVelocity vec3
- // faceAxis vec3
-
-};
-
-
-/********************************
-* Action Classes
-*
-* An abstract class which have
-* update function
-*********************************/
-SPARKS.Action = function() {
-
- this._priority = 0;
-
-};
-
-
-SPARKS.Age = function( easing ) {
-
- this._easing = ( easing == null ) ? TWEEN.Easing.Linear.None : easing;
-
-};
-
-SPARKS.Age.prototype.update = function ( emitter, particle, time ) {
-
- particle.age += time;
- if ( particle.age >= particle.lifetime ) {
-
- particle.energy = 0;
- particle.isDead = true;
-
- } else {
-
- var t = this._easing( particle.age / particle.lifetime );
- particle.energy = - 1 * t + 1;
-
- }
-
-};
-
-/*
-// Mark particle as dead when particle's < 0
-
-SPARKS.Death = function(easing) {
- this._easing = (easing == null) ? TWEEN.Linear.None : easing;
-};
-
-SPARKS.Death.prototype.update = function (emitter, particle, time) {
- if (particle.life <= 0) {
- particle.isDead = true;
- }
-};
-*/
-
-
-SPARKS.Move = function() {
-
-};
-
-SPARKS.Move.prototype.update = function( emitter, particle, time ) {
-
- // attempt verlet velocity updating.
- var p = particle.position;
- var v = particle.velocity;
- var old = particle._oldvelocity;
-
- if ( this._velocityVerlet ) {
-
- p.x += ( v.x + old.x ) * 0.5 * time;
- p.y += ( v.y + old.y ) * 0.5 * time;
- p.z += ( v.z + old.z ) * 0.5 * time;
-
- } else {
-
- p.x += v.x * time;
- p.y += v.y * time;
- p.z += v.z * time;
-
- }
-
- // OldVel = Vel;
- // Vel = Vel + Accel * dt;
- // Pos = Pos + (vel + Vel + Accel * dt) * 0.5 * dt;
-
-
-
-};
-
-/* Marks particles found in specified zone dead */
-SPARKS.DeathZone = function( zone ) {
-
- this.zone = zone;
-
-};
-
-SPARKS.DeathZone.prototype.update = function( emitter, particle, time ) {
-
- if ( this.zone.contains( particle.position ) ) {
-
- particle.isDead = true;
-
- }
-
-};
-
-/*
- * SPARKS.ActionZone applies an action when particle is found in zone
- */
-SPARKS.ActionZone = function( action, zone ) {
-
- this.action = action;
- this.zone = zone;
-
-};
-
-SPARKS.ActionZone.prototype.update = function( emitter, particle, time ) {
-
- if ( this.zone.contains( particle.position ) ) {
-
- this.action.update( emitter, particle, time );
-
- }
-
-};
-
-/*
- * Accelerate action affects velocity in specified 3d direction
- */
-SPARKS.Accelerate = function( x, y, z ) {
-
- if ( x instanceof THREE.Vector3 ) {
-
- this.acceleration = x;
- return;
-
- }
-
- this.acceleration = new THREE.Vector3( x, y, z );
-
-};
-
-SPARKS.Accelerate.prototype.update = function( emitter, particle, time ) {
-
- var acc = this.acceleration;
-
- var v = particle.velocity;
-
- particle._oldvelocity.set( v.x, v.y, v.z );
-
- v.x += acc.x * time;
- v.y += acc.y * time;
- v.z += acc.z * time;
-
-};
-
-/*
- * Accelerate Factor accelerate based on a factor of particle's velocity.
- */
-SPARKS.AccelerateFactor = function( factor ) {
-
- this.factor = factor;
-
-};
-
-SPARKS.AccelerateFactor.prototype.update = function( emitter, particle, time ) {
-
- var factor = this.factor;
-
- var v = particle.velocity;
- var len = v.length();
- var adjFactor;
- if ( len > 0 ) {
-
- adjFactor = factor * time / len;
- adjFactor += 1;
-
- v.multiplyScalar( adjFactor );
- // v.x *= adjFactor;
- // v.y *= adjFactor;
- // v.z *= adjFactor;
-
- }
-
-};
-
-/*
-AccelerateNormal
- * AccelerateVelocity affects velocity based on its velocity direction
- */
-SPARKS.AccelerateVelocity = function( factor ) {
-
- this.factor = factor;
-
-};
-
-SPARKS.AccelerateVelocity.prototype.update = function( emitter, particle, time ) {
-
- var factor = this.factor;
-
- var v = particle.velocity;
-
-
- v.z += - v.x * factor;
- v.y += v.z * factor;
- v.x += v.y * factor;
-
-};
-
-
-/* Set the max ammount of x,y,z drift movements in a second */
-SPARKS.RandomDrift = function( x, y, z ) {
-
- if ( x instanceof THREE.Vector3 ) {
-
- this.drift = x;
- return;
-
- }
-
- this.drift = new THREE.Vector3( x, y, z );
-
-};
-
-
-SPARKS.RandomDrift.prototype.update = function( emitter, particle, time ) {
-
- var drift = this.drift;
-
- var v = particle.velocity;
-
- v.x += ( Math.random() - 0.5 ) * drift.x * time;
- v.y += ( Math.random() - 0.5 ) * drift.y * time;
- v.z += ( Math.random() - 0.5 ) * drift.z * time;
-
-};
-
-/********************************
-* Zone Classes
-*
-* An abstract classes which have
-* getLocation() function
-*********************************/
-SPARKS.Zone = function() {
-};
-
-// TODO, contains() for Zone
-
-SPARKS.PointZone = function( pos ) {
-
- this.pos = pos;
-
-};
-
-SPARKS.PointZone.prototype.getLocation = function() {
-
- return this.pos;
-
-};
-
-SPARKS.PointZone = function( pos ) {
-
- this.pos = pos;
-
-};
-
-SPARKS.PointZone.prototype.getLocation = function() {
-
- return this.pos;
-
-};
-
-SPARKS.LineZone = function( start, end ) {
-
- this.start = start;
- this.end = end;
- this._length = end.clone().sub( start );
-
-};
-
-SPARKS.LineZone.prototype.getLocation = function() {
-
- var len = this._length.clone();
-
- len.multiplyScalar( Math.random() );
- return len.add( this.start );
-
-};
-
-// Basically a RectangleZone
-SPARKS.ParallelogramZone = function( corner, side1, side2 ) {
-
- this.corner = corner;
- this.side1 = side1;
- this.side2 = side2;
-
-};
-
-SPARKS.ParallelogramZone.prototype.getLocation = function() {
-
- var d1 = this.side1.clone().multiplyScalar( Math.random() );
- var d2 = this.side2.clone().multiplyScalar( Math.random() );
- d1.add( d2 );
- return d1.add( this.corner );
-
-};
-
-SPARKS.CubeZone = function( position, x, y, z ) {
-
- this.position = position;
- this.x = x;
- this.y = y;
- this.z = z;
-
-};
-
-SPARKS.CubeZone.prototype.getLocation = function() {
-
- //TODO use pool?
-
- var location = this.position.clone();
- location.x += Math.random() * this.x;
- location.y += Math.random() * this.y;
- location.z += Math.random() * this.z;
-
- return location;
-
-};
-
-
-SPARKS.CubeZone.prototype.contains = function( position ) {
-
- var startX = this.position.x;
- var startY = this.position.y;
- var startZ = this.position.z;
- var x = this.x; // width
- var y = this.y; // depth
- var z = this.z; // height
-
- if ( x < 0 ) {
-
- startX += x;
- x = Math.abs( x );
-
- }
-
- if ( y < 0 ) {
-
- startY += y;
- y = Math.abs( y );
-
- }
-
- if ( z < 0 ) {
-
- startZ += z;
- z = Math.abs( z );
-
- }
-
- var diffX = position.x - startX;
- var diffY = position.y - startY;
- var diffZ = position.z - startZ;
-
- if ( ( diffX > 0 ) && ( diffX < x ) &&
- ( diffY > 0 ) && ( diffY < y ) &&
- ( diffZ > 0 ) && ( diffZ < z ) ) {
-
- return true;
-
- }
-
- return false;
-
-};
-
-
-
-/**
- * The constructor creates a DiscZone 3D zone.
- *
- * @param centre The point at the center of the disc.
- * @param normal A vector normal to the disc.
- * @param outerRadius The outer radius of the disc.
- * @param innerRadius The inner radius of the disc. This defines the hole
- * in the center of the disc. If set to zero, there is no hole.
- */
-
-/*
-// BUGGY!!
-SPARKS.DiscZone = function(center, radiusNormal, outerRadius, innerRadius) {
- this.center = center;
- this.radiusNormal = radiusNormal;
- this.outerRadius = (outerRadius==undefined) ? 0 : outerRadius;
- this.innerRadius = (innerRadius==undefined) ? 0 : innerRadius;
-
-};
-
-SPARKS.DiscZone.prototype.getLocation = function() {
- var rand = Math.random();
- var _innerRadius = this.innerRadius;
- var _outerRadius = this.outerRadius;
- var center = this.center;
- var _normal = this.radiusNormal;
-
- _distToOrigin = _normal.dot( center );
-
- var radius = _innerRadius + (1 - rand * rand ) * ( _outerRadius - _innerRadius );
- var angle = Math.random() * SPARKS.Utils.TWOPI;
-
- var _distToOrigin = _normal.dot( center );
- var axes = SPARKS.Utils.getPerpendiculars( _normal.clone() );
- var _planeAxis1 = axes[0];
- var _planeAxis2 = axes[1];
-
- var p = _planeAxis1.clone();
- p.multiplyScalar( radius * Math.cos( angle ) );
- var p2 = _planeAxis2.clone();
- p2.multiplyScalar( radius * Math.sin( angle ) );
- p.add( p2 );
- return _center.add( p );
-
-};
-*/
-
-SPARKS.SphereCapZone = function( x, y, z, minr, maxr, angle ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
- this.minr = minr;
- this.maxr = maxr;
- this.angle = angle;
-
-};
-
-SPARKS.SphereCapZone.prototype.getLocation = function() {
-
- var theta = Math.PI * 2 * SPARKS.Utils.random();
- var r = SPARKS.Utils.random();
-
- //new THREE.Vector3
- var v = SPARKS.VectorPool.get().set( r * Math.cos( theta ), - 1 / Math.tan( this.angle * SPARKS.Utils.DEGREE_TO_RADIAN ), r * Math.sin( theta ) );
-
- //v.length = StardustMath.interpolate(0, _minRadius, 1, _maxRadius, Math.random());
-
- var i = this.minr - ( ( this.minr - this.maxr ) * Math.random() );
- v.multiplyScalar( i );
-
- v.__markedForReleased = true;
-
- return v;
-
-};
-
-
-/********************************
-* Initializer Classes
-*
-* Classes which initializes
-* particles. Implements initialize( emitter:Emitter, particle:Particle )
-*********************************/
-
-// Specifies random life between max and min
-SPARKS.Lifetime = function( min, max ) {
-
- this._min = min;
-
- this._max = max ? max : min;
-
-};
-
-SPARKS.Lifetime.prototype.initialize = function( emitter/*Emitter*/, particle/*Particle*/ ) {
-
- particle.lifetime = this._min + SPARKS.Utils.random() * ( this._max - this._min );
-
-};
-
-
-SPARKS.Position = function( zone ) {
-
- this.zone = zone;
-
-};
-
-SPARKS.Position.prototype.initialize = function( emitter/*Emitter*/, particle/*Particle*/ ) {
-
- var pos = this.zone.getLocation();
- particle.position.set( pos.x, pos.y, pos.z );
-
-};
-
-SPARKS.Velocity = function( zone ) {
-
- this.zone = zone;
-
-};
-
-SPARKS.Velocity.prototype.initialize = function( emitter/*Emitter*/, particle/*Particle*/ ) {
-
- var pos = this.zone.getLocation();
- particle.velocity.set( pos.x, pos.y, pos.z );
- if ( pos.__markedForReleased ) {
-
- //console.log("release");
- SPARKS.VectorPool.release( pos );
- pos.__markedForReleased = false;
-
- }
-
-};
-
-SPARKS.Target = function( target, callback ) {
-
- this.target = target;
- this.callback = callback;
-
-};
-
-SPARKS.Target.prototype.initialize = function( emitter, particle ) {
-
- if ( this.callback ) {
-
- particle.target = this.callback();
-
- } else {
-
- particle.target = this.target;
-
- }
-
-};
-
-/********************************
-* VectorPool
-*
-* Reuse much of Vectors if possible
-*********************************/
-
-SPARKS.VectorPool = {
- __pools: [],
-
- // Get a new Vector
- get: function() {
-
- if ( this.__pools.length > 0 ) {
-
- return this.__pools.pop();
-
- }
-
- return this._addToPool();
-
- },
-
- // Release a vector back into the pool
- release: function( v ) {
-
- this.__pools.push( v );
-
- },
-
- // Create a bunch of vectors and add to the pool
- _addToPool: function() {
-
- //console.log("creating some pools");
-
- for ( var i = 0, size = 100; i < size; i ++ ) {
-
- this.__pools.push( new THREE.Vector3() );
-
- }
-
- return new THREE.Vector3();
-
- }
-
-
-
-};
-
-
-/********************************
-* Util Classes
-*
-* Classes which initializes
-* particles. Implements initialize( emitter:Emitter, particle:Particle )
-*********************************/
-SPARKS.Utils = {
- random: function() {
-
- return Math.random();
-
- },
- DEGREE_TO_RADIAN: Math.PI / 180,
- TWOPI: Math.PI * 2,
-
- getPerpendiculars: function( normal ) {
-
- var p1 = this.getPerpendicular( normal );
- var p2 = normal.cross( p1 );
- p2.normalize();
- return [ p1, p2 ];
-
- },
-
- getPerpendicular: function( v ) {
-
- if ( v.x == 0 ) {
-
- return new THREE.Vector3D( 1, 0, 0 );
-
- } else {
-
- var temp = new THREE.Vector3( v.y, - v.x, 0 );
- return temp.normalize();
-
- }
-
- }
-
-};
diff --git a/examples/webgl_particles_shapes.html b/examples/webgl_particles_shapes.html
deleted file mode 100644
index 3451d56d940e522f4830901e7171616ee9acb8ef..0000000000000000000000000000000000000000
--- a/examples/webgl_particles_shapes.html
+++ /dev/null
@@ -1,662 +0,0 @@
-
-
-
- three.js webgl - particles - shapes
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-