!function(t,e){"use strict";class i{constructor(){this.textureName=null,this.textureCount=1,this.maxPartices=100,this.duration=1,this.ageAddScale=0,this.emitterVelocitySensitivity=1,this.minStartSize=100,this.maxStartSize=100,this.minEndSize=100,this.maxEndSize=100,this.minHorizontalVelocity=0,this.maxHorizontalVelocity=0,this.minVerticalVelocity=0,this.maxVerticalVelocity=0,this.endVelocity=1,this.gravity=new Float32Array([0,0,0]),this.minRotateSpeed=0,this.maxRotateSpeed=0,this.minStartRadius=0,this.maxStartRadius=0,this.minEndRadius=0,this.maxEndRadius=0,this.minHorizontalStartRadian=0,this.maxHorizontalStartRadian=0,this.minVerticalStartRadian=0,this.maxVerticalStartRadian=0,this.useEndRadian=!0,this.minHorizontalEndRadian=0,this.maxHorizontalEndRadian=0,this.minVerticalEndRadian=0,this.maxVerticalEndRadian=0,this.minStartColor=new Float32Array([1,1,1,1]),this.maxStartColor=new Float32Array([1,1,1,1]),this.minEndColor=new Float32Array([1,1,1,1]),this.maxEndColor=new Float32Array([1,1,1,1]),this.colorComponentInter=!1,this.disableColor=!1,this.blendState=0,this.emitterType="null",this.emissionRate=0,this.pointEmitterPosition=new Float32Array([0,0,0]),this.pointEmitterPositionVariance=new Float32Array([0,0,0]),this.pointEmitterVelocity=new Float32Array([0,0,0]),this.pointEmitterVelocityAddVariance=new Float32Array([0,0,0]),this.boxEmitterCenterPosition=new Float32Array([0,0,0]),this.boxEmitterSize=new Float32Array([0,0,0]),this.boxEmitterVelocity=new Float32Array([0,0,0]),this.boxEmitterVelocityAddVariance=new Float32Array([0,0,0]),this.sphereEmitterCenterPosition=new Float32Array([0,0,0]),this.sphereEmitterRadius=1,this.sphereEmitterVelocity=0,this.sphereEmitterVelocityAddVariance=0,this.ringEmitterCenterPosition=new Float32Array([0,0,0]),this.ringEmitterRadius=30,this.ringEmitterVelocity=0,this.ringEmitterVelocityAddVariance=0,this.ringEmitterUp=2,this.positionVariance=new Float32Array([0,0,0])}static checkSetting(t){var e;for(e in i._defaultSetting)e in t||(t[e]=i._defaultSetting[e]);t.endVelocity=+t.endVelocity,t.gravity[0]=+t.gravity[0],t.gravity[1]=+t.gravity[1],t.gravity[2]=+t.gravity[2]}}i._defaultSetting=new i;class r{constructor(){}addParticleArray(t,e){}}class a{constructor(){}static Create(t,i,r,s){var n=new a;n.position=i,e.MathUtil.scaleVector3(r,t.emitterVelocitySensitivity,a._tempVelocity);var o,l=e.MathUtil.lerp(t.minHorizontalVelocity,t.maxHorizontalVelocity,Math.random()),h=Math.random()*Math.PI*2;if(a._tempVelocity[0]+=l*Math.cos(h),a._tempVelocity[2]+=l*Math.sin(h),a._tempVelocity[1]+=e.MathUtil.lerp(t.minVerticalVelocity,t.maxVerticalVelocity,Math.random()),n.velocity=a._tempVelocity,n.startColor=a._tempStartColor,n.endColor=a._tempEndColor,t.disableColor){for(o=0;o<3;o++)n.startColor[o]=1,n.endColor[o]=1;n.startColor[o]=e.MathUtil.lerp(t.minStartColor[o],t.maxStartColor[o],Math.random()),n.endColor[o]=e.MathUtil.lerp(t.minEndColor[o],t.maxEndColor[o],Math.random())}else if(t.colorComponentInter)for(o=0;o<4;o++)n.startColor[o]=e.MathUtil.lerp(t.minStartColor[o],t.maxStartColor[o],Math.random()),n.endColor[o]=e.MathUtil.lerp(t.minEndColor[o],t.maxEndColor[o],Math.random());else e.MathUtil.lerpVector4(t.minStartColor,t.maxStartColor,Math.random(),n.startColor),e.MathUtil.lerpVector4(t.minEndColor,t.maxEndColor,Math.random(),n.endColor);n.sizeRotation=a._tempSizeRotation;var m=Math.random();n.sizeRotation[0]=e.MathUtil.lerp(t.minStartSize,t.maxStartSize,m),n.sizeRotation[1]=e.MathUtil.lerp(t.minEndSize,t.maxEndSize,m),n.sizeRotation[2]=e.MathUtil.lerp(t.minRotateSpeed,t.maxRotateSpeed,Math.random()),n.radius=a._tempRadius;var d=Math.random();n.radius[0]=e.MathUtil.lerp(t.minStartRadius,t.maxStartRadius,d),n.radius[1]=e.MathUtil.lerp(t.minEndRadius,t.maxEndRadius,d),n.radian=a._tempRadian,n.radian[0]=e.MathUtil.lerp(t.minHorizontalStartRadian,t.maxHorizontalStartRadian,Math.random()),n.radian[1]=e.MathUtil.lerp(t.minVerticalStartRadian,t.maxVerticalStartRadian,Math.random());var c=t.useEndRadian;return n.radian[2]=c?e.MathUtil.lerp(t.minHorizontalEndRadian,t.maxHorizontalEndRadian,Math.random()):n.radian[0],n.radian[3]=c?e.MathUtil.lerp(t.minVerticalEndRadian,t.maxVerticalEndRadian,Math.random()):n.radian[1],n.durationAddScale=t.ageAddScale*Math.random(),n.time=s,n}}a._tempVelocity=new Float32Array(3),a._tempStartColor=new Float32Array(4),a._tempEndColor=new Float32Array(4),a._tempSizeRotation=new Float32Array(3),a._tempRadius=new Float32Array(2),a._tempRadian=new Float32Array(4);class s extends r{constructor(t){super(),this._floatCountPerVertex=29,this._firstActiveElement=0,this._firstNewElement=0,this._firstFreeElement=0,this._firstRetiredElement=0,this._currentTime=0,this.settings=t}reUse(t,e){return 0}initialize(){var t;this._vertices=this._mesh._vb.getFloat32Array(),t=this._mesh._stride/4;for(var e=0,i=0,r=0;r=this.settings.maxPartices&&(this._firstActiveElement=0)}}freeRetiredParticles(){for(;this._firstRetiredElement!=this._firstActiveElement;){if(this._drawCounter-this._vertices[this._firstRetiredElement*this._floatCountPerVertex*4+28]<3)break;this._firstRetiredElement++,this._firstRetiredElement>=this.settings.maxPartices&&(this._firstRetiredElement=0)}}addNewParticlesToVertexBuffer(){}addParticleArray(t,e){var i=this._firstFreeElement+1;if(i>=this.settings.maxPartices&&(i=0),i!==this._firstRetiredElement){for(var r=a.Create(this.settings,t,e,this._currentTime),s=this._firstFreeElement*this._floatCountPerVertex*4,n=0;n<4;n++){var o,l;for(o=0,l=4;o<3;o++)this._vertices[s+n*this._floatCountPerVertex+l+o]=r.position[o];for(o=0,l=7;o<3;o++)this._vertices[s+n*this._floatCountPerVertex+l+o]=r.velocity[o];for(o=0,l=10;o<4;o++)this._vertices[s+n*this._floatCountPerVertex+l+o]=r.startColor[o];for(o=0,l=14;o<4;o++)this._vertices[s+n*this._floatCountPerVertex+l+o]=r.endColor[o];for(o=0,l=18;o<3;o++)this._vertices[s+n*this._floatCountPerVertex+l+o]=r.sizeRotation[o];for(o=0,l=21;o<2;o++)this._vertices[s+n*this._floatCountPerVertex+l+o]=r.radius[o];for(o=0,l=23;o<4;o++)this._vertices[s+n*this._floatCountPerVertex+l+o]=r.radian[o];this._vertices[s+n*this._floatCountPerVertex+27]=r.durationAddScale,this._vertices[s+n*this._floatCountPerVertex+28]=r.time}this._firstFreeElement=i}}}var n="attribute vec4 a_CornerTextureCoordinate;\r\nattribute vec3 a_Position;\r\nattribute vec3 a_Velocity;\r\nattribute vec4 a_StartColor;\r\nattribute vec4 a_EndColor;\r\nattribute vec3 a_SizeRotation;\r\nattribute vec2 a_Radius;\r\nattribute vec4 a_Radian;\r\nattribute float a_AgeAddScale;\r\nattribute float a_Time;\r\n\r\nvarying vec4 v_Color;\r\nvarying vec2 v_TextureCoordinate;\r\n\r\nuniform float u_CurrentTime;\r\nuniform float u_Duration;\r\nuniform float u_EndVelocity;\r\nuniform vec3 u_Gravity;\r\n\r\nuniform vec2 size;\r\nuniform mat4 u_mmat;\r\n\r\nvec4 ComputeParticlePosition(in vec3 position, in vec3 velocity,in float age,in float normalizedAge)\r\n{\r\n\r\n float startVelocity = length(velocity);//起始标量速度\r\n float endVelocity = startVelocity * u_EndVelocity;//结束标量速度\r\n\r\n float velocityIntegral = startVelocity * normalizedAge +(endVelocity - startVelocity) * normalizedAge *normalizedAge/2.0;//计算当前速度的标量(单位空间),vt=v0*t+(1/2)*a*(t^2)\r\n \r\n vec3 addPosition = normalize(velocity) * velocityIntegral * u_Duration;//计算受自身速度影响的位置,转换标量到矢量 \r\n addPosition += u_Gravity * age * normalizedAge;//计算受重力影响的位置\r\n \r\n float radius=mix(a_Radius.x, a_Radius.y, normalizedAge); //计算粒子受半径和角度影响(无需计算角度和半径时,可用宏定义优化屏蔽此计算)\r\n float radianHorizontal =mix(a_Radian.x,a_Radian.z,normalizedAge);\r\n float radianVertical =mix(a_Radian.y,a_Radian.w,normalizedAge);\r\n \r\n float r =cos(radianVertical)* radius;\r\n addPosition.y += sin(radianVertical) * radius;\r\n\t\r\n addPosition.x += cos(radianHorizontal) *r;\r\n addPosition.z += sin(radianHorizontal) *r;\r\n \r\n addPosition.y=-addPosition.y;//2D粒子位置更新需要取负,2D粒子坐标系Y轴正向朝上\r\n position+=addPosition;\r\n return vec4(position,1.0);\r\n}\r\n\r\nfloat ComputeParticleSize(in float startSize,in float endSize, in float normalizedAge)\r\n{ \r\n float size = mix(startSize, endSize, normalizedAge);\r\n return size;\r\n}\r\n\r\nmat2 ComputeParticleRotation(in float rot,in float age)\r\n{ \r\n float rotation =rot * age;\r\n //计算2x2旋转矩阵.\r\n float c = cos(rotation);\r\n float s = sin(rotation);\r\n return mat2(c, -s, s, c);\r\n}\r\n\r\nvec4 ComputeParticleColor(in vec4 startColor,in vec4 endColor,in float normalizedAge)\r\n{\r\n\tvec4 color=mix(startColor,endColor,normalizedAge);\r\n //硬编码设置,使粒子淡入很快,淡出很慢,6.7的缩放因子把置归一在0到1之间,可以谷歌x*(1-x)*(1-x)*6.7的制图表\r\n color.a *= normalizedAge * (1.0-normalizedAge) * (1.0-normalizedAge) * 6.7;\r\n \r\n return color;\r\n}\r\n\r\nvoid main()\r\n{\r\n float age = u_CurrentTime - a_Time;\r\n age *= 1.0 + a_AgeAddScale;\r\n float normalizedAge = clamp(age / u_Duration,0.0,1.0);\r\n gl_Position = ComputeParticlePosition(a_Position, a_Velocity, age, normalizedAge);//计算粒子位置\r\n float pSize = ComputeParticleSize(a_SizeRotation.x,a_SizeRotation.y, normalizedAge);\r\n mat2 rotation = ComputeParticleRotation(a_SizeRotation.z, age);\r\n\t\r\n mat4 mat=u_mmat;\r\n gl_Position=vec4((mat*gl_Position).xy,0.0,1.0);\r\n gl_Position.xy += (rotation*a_CornerTextureCoordinate.xy) * pSize*vec2(mat[0][0],mat[1][1]);\r\n gl_Position=vec4((gl_Position.x/size.x-0.5)*2.0,(0.5-gl_Position.y/size.y)*2.0,0.0,1.0);\r\n \r\n v_Color = ComputeParticleColor(a_StartColor,a_EndColor, normalizedAge);\r\n v_TextureCoordinate =a_CornerTextureCoordinate.zw;\r\n}\r\n\r\n",o="#ifdef GL_FRAGMENT_PRECISION_HIGH\r\nprecision highp float;\r\n#else\r\nprecision mediump float;\r\n#endif\r\n\r\nvarying vec4 v_Color;\r\nvarying vec2 v_TextureCoordinate;\r\nuniform sampler2D u_texture;\r\n\r\nvoid main()\r\n{\t\r\n\tgl_FragColor=texture2D(u_texture,v_TextureCoordinate)*v_Color;\r\n\tgl_FragColor.xyz *= v_Color.w;\r\n}";class l extends e.Shader{constructor(){super(n,o,"ParticleShader",null,["a_CornerTextureCoordinate",0,"a_Position",1,"a_Velocity",2,"a_StartColor",3,"a_EndColor",4,"a_SizeRotation",5,"a_Radius",6,"a_Radian",7,"a_AgeAddScale",8,"a_Time",9])}}l.vs=n,l.ps=o;class h extends e.Value2D{constructor(){super(0,0),h.pShader||(h.pShader=new l)}upload(){var t=this.size;t[0]=e.RenderState2D.width,t[1]=e.RenderState2D.height,this.alpha=this.ALPHA*e.RenderState2D.worldAlpha,h.pShader.upload(this)}}h.pShader=null;class m extends s{constructor(t){super(t),this.x=0,this.y=0,this.sv=new h,this._key={};var i=this;e.ILaya.loader.load(this.settings.textureName,e.Handler.create(null,(function(t){i.texture=t})),null,e.Loader.IMAGE),this.sv.u_Duration=this.settings.duration,this.sv.u_Gravity=this.settings.gravity,this.sv.u_EndVelocity=this.settings.endVelocity,this._blendFn=e.BlendMode.fns[t.blendState],this._mesh=e.MeshParticle2D.getAMesh(this.settings.maxPartices),this.initialize()}getRenderType(){return-111}releaseRender(){}addParticleArray(t,e){t[0]+=this.x,t[1]+=this.y,super.addParticleArray(t,e)}addNewParticlesToVertexBuffer(){var t,e=this._mesh._vb;e.clear(),e.append(this._vertices),this._firstNewElement0&&(e.setNeedUpload(),e.subUpload(0,0,4*this._firstFreeElement*this._floatCountPerVertex*4))),this._firstNewElement=this._firstFreeElement}renderSubmit(){if(this.texture&&this.texture.getIsReady()){if(this.update(e.ILaya.timer._delta),this.sv.u_CurrentTime=this._currentTime,this._firstNewElement!=this._firstFreeElement&&this.addNewParticlesToVertexBuffer(),this.blend(),this._firstActiveElement!=this._firstFreeElement){var t=e.WebGLContext.mainContext;this._mesh.useMesh(t),this.sv.u_texture=this.texture._getSource(),this.sv.upload(),this._firstActiveElement0&&t.drawElements(t.TRIANGLES,6*this._firstFreeElement,t.UNSIGNED_SHORT,0)),e.Stat.renderBatches++}this._drawCounter++}return 1}updateParticleForNative(){this.texture&&this.texture.getIsReady()&&(this.update(e.ILaya.timer._delta),this.sv.u_CurrentTime=this._currentTime,this._firstNewElement!=this._firstFreeElement&&(this._firstNewElement=this._firstFreeElement))}getMesh(){return this._mesh}getConchMesh(){return this._conchMesh}getFirstNewElement(){return this._firstNewElement}getFirstFreeElement(){return this._firstFreeElement}getFirstActiveElement(){return this._firstActiveElement}getFirstRetiredElement(){return this._firstRetiredElement}setFirstFreeElement(t){this._firstFreeElement=t}setFirstNewElement(t){this._firstNewElement=t}addDrawCounter(){this._drawCounter++}blend(){if(e.BlendMode.activeBlendFunction!==this._blendFn){var t=e.WebGLContext.mainContext;t.enable(t.BLEND),this._blendFn(t),e.BlendMode.activeBlendFunction=this._blendFn}}dispose(){this._mesh.releaseMesh()}}m.activeBlendType=-1;class d{constructor(){this._frameTime=0,this._emissionRate=60,this._emissionTime=0,this.minEmissionTime=1/60}set particleTemplate(t){this._particleTemplate=t}set emissionRate(t){t<=0||(this._emissionRate=t,t>0&&(this.minEmissionTime=1/t))}get emissionRate(){return this._emissionRate}start(t=Number.MAX_VALUE){0!=this._emissionRate&&(this._emissionTime=t)}stop(){this._emissionTime=0}clear(){this._emissionTime=0}emit(){}advanceTime(t=1){if(this._emissionTime-=t,!(this._emissionTime<0||(this._frameTime+=t,this._frameTimethis.minEmissionTime;)this._frameTime-=this.minEmissionTime,this.emit()}}class c extends d{constructor(t){super(),this.template=t}set template(t){this._particleTemplate=t,t||(this._emitFun=null,this.setting=null,this._posRange=null),this.setting=t.settings,this._posRange=this.setting.positionVariance,this._particleTemplate instanceof m&&(this._emitFun=this.webGLEmit)}get template(){return this._particleTemplate}emit(){super.emit(),null!=this._emitFun&&this._emitFun()}getRandom(t){return(2*Math.random()-1)*t}webGLEmit(){var t=new Float32Array(3);t[0]=this.getRandom(this._posRange[0]),t[1]=this.getRandom(this._posRange[1]),t[2]=this.getRandom(this._posRange[2]);var e=new Float32Array(3);e[0]=0,e[1]=0,e[2]=0,this._particleTemplate.addParticleArray(t,e)}canvasEmit(){var t=new Float32Array(3);t[0]=this.getRandom(this._posRange[0]),t[1]=this.getRandom(this._posRange[1]),t[2]=this.getRandom(this._posRange[2]);var e=new Float32Array(3);e[0]=0,e[1]=0,e[2]=0,this._particleTemplate.addParticleArray(t,e)}}class _ extends e.Sprite{constructor(t){super(),this._matrix4=new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]),this.autoPlay=!0,this.customRenderEnable=!0,t&&this.setParticleSetting(t)}set url(t){this.load(t)}load(t){e.ILaya.loader.load(t,e.Handler.create(this,this.setParticleSetting),null,e.ILaya.Loader.JSON)}setParticleSetting(t){if(!t)return this.stop();i.checkSetting(t),this.customRenderEnable=!0,this._particleTemplate=new m(t),this.graphics._saveToCmd(null,e.DrawParticleCmd.create(this._particleTemplate)),this._emitter?this._emitter.template=this._particleTemplate:this._emitter=new c(this._particleTemplate),this.autoPlay&&(this.emitter.start(),this.play())}get emitter(){return this._emitter}play(){e.ILaya.timer.frameLoop(1,this,this._loop)}stop(){e.ILaya.timer.clear(this,this._loop)}_loop(){this.advanceTime(1/60)}advanceTime(t=1){this._canvasTemplate&&this._canvasTemplate.advanceTime(t),this._emitter&&this._emitter.advanceTime(t)}customRender(t,e,i){this._matrix4[0]=t._curMat.a,this._matrix4[1]=t._curMat.b,this._matrix4[4]=t._curMat.c,this._matrix4[5]=t._curMat.d,this._matrix4[12]=t._curMat.tx,this._matrix4[13]=t._curMat.ty,this._particleTemplate.sv.u_mmat=this._matrix4,this._canvasTemplate&&this._canvasTemplate.render(t,e,i)}destroy(t=!0){this._particleTemplate instanceof m&&this._particleTemplate.dispose(),super.destroy(t)}}e.ILaya.regClass(_);t.Emitter2D=c,t.EmitterBase=d,t.Particle2D=_,t.ParticleData=a,t.ParticleEmitter=class{constructor(t,e,i){this._timeLeftOver=0,this._tempVelocity=new Float32Array([0,0,0]),this._tempPosition=new Float32Array([0,0,0]),this._templet=t,this._timeBetweenParticles=1/e,this._previousPosition=i}update(t,i){if((t/=1e3)>0){e.MathUtil.subtractVector3(i,this._previousPosition,this._tempVelocity),e.MathUtil.scaleVector3(this._tempVelocity,1/t,this._tempVelocity);for(var r=this._timeLeftOver+t,a=-this._timeLeftOver;r>this._timeBetweenParticles;)a+=this._timeBetweenParticles,r-=this._timeBetweenParticles,e.MathUtil.lerpVector3(this._previousPosition,i,a/t,this._tempPosition),this._templet.addParticleArray(this._tempPosition,this._tempVelocity);this._timeLeftOver=r}this._previousPosition[0]=i[0],this._previousPosition[1]=i[1],this._previousPosition[2]=i[2]}},t.ParticleSetting=i,t.ParticleShader=l,t.ParticleShaderValue=h,t.ParticleTemplate2D=m,t.ParticleTemplateBase=r,t.ParticleTemplateWebGL=s}(window.Laya=window.Laya||{},Laya);