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particle-morph

v1.0.3

Published

A particle library that enables users to create images objects shapes and text out of particles and render them quickly and effiecently using webGL, enabling the usage of hundreds of thousands of particles, perhaps even millions in the web browser. The pa

Downloads

306

Readme

Description

A particle library that enables users to create images objects shapes and text out of particles and render them quickly and effiecently using webGL, enabling the usage of hundreds of thousands of particles, perhaps even millions in the web browser. The particles are interactable with the mouse, and can be dragged or interacted with a click.

Make sure you are not running other heavy graphics applications such as figma, photoshop, video-games or other applications that use the graphics card for acceleration, it will significantly impact the speed. I have gotten this to render up to 500,000 particles with small frame dropping from 60fps on a 2018 macbook. Also sometimes it appears that there still might be some memory leakage or something, even though I clean up the webgl instance sometimes the performance gets slower. Not sure if thats also due to other applictions and their memory leaks. Sometimes you need to restart your computer to get the best performace.

demo

https://github.com/tbpatj/Particle-Morph-Engine/assets/15040109/31836618-25e6-49c5-85f1-a4956be87166

Additional

node and browser versions need to be >= 17. project uses calls such as

  • structuredClone

How to Setup:

Load in the library using the script tag, using either a built .js file or load it from a external source

<script src="https://cdn.jsdelivr.net/gh/tbpatj/Particle-Morph-Engine@latest/build/index.js"></script>

OR install using npm

npm i particle-morph

(if using npm be sure to import the particle-morph engine in the entry file or file with which you will start using the engine)

//if using npm package
import "particle-morph"

Make sure to create a div element with an id to contain the particles

<div id="particle-container">

Call the library init function passing in the particle container id as a string, the command will run synchronously and throw errors if something is wrong. The second parameter you pass can override default values for the particle engine, such as how many particles are in the background

if using npm, you may need to preface particles with global

particles.init("particle-container")
// or global.particles("particle-container")

Check if the library initialization was successful

if(particles.ready) {
    //do what ever you want
}
// or global.particles.ready

If you properly ran this code you should see the default floating particles displaying on the screen, The amount of these particles can be changed before running the .init function by changing particles.options.backgroundParticleCount, which also has to be equal to or less than particles.options.particleCount

How to create particle groups

The basis of the project is that you can create particle groups which can then be interacted with, manipulated, disabling, re-enabling, and what ever you can think up beyond that. Below I will show how you can create a particle group.

Basic Example

below is a basic example of setting up a new particle group.

particles.addInputGroup({
    group: 0,
    xPos: "50%",
    yPos: "50%",
    inputs: [
        { text: "test", color: "#000000", align: "center" },
    ],
})

Advanced Example

In this example I load in both an image and text. I also show all the different methods and parameters you can modify when creating a particle group

//load up an image it needs to be loaded in a special way as by default ctx doesn't like us rendering images from external sites. So be aware that not all images may work
const myImage = await particles.loadImageURL(
  "https://www.google.com/images/branding/googlelogo/1x/googlelogo_color_272x92dp.png"
);

particles.addInputGroup({
  group: 0,
  xPos: "50%",
  yPos: "50%",
  inputs: [
    //you can create multiple objects to render to a single group, here we render text and an image
    {
      text: "test",
      color: "#000000",
      //you could use an image as the fill color for text
      // color: {
      //   image: myImage,
      //   repetition: "repeat",
      // },
      //fillOffset: {x: 0, y: 0},
      align: "right",
      xPos: "50% + 30px",
      fontSize: "80px",
      fontWeight: "bold",
      //any ctx filter is allowed here
      filter: "hue-rotate(100deg)"
    },
    //image rendering
    {
      image: myImage,
      xPos: "25% + 20px",
      yPos: "50%",
      scaleX: 1, // 1 being 100% of the image size
      //any ctx filter is allowed here
      filter: "hue-rotate(100deg)"
    },
  ],
  //typically you will want to allocate more particles for images and bigger amounts, or find a balance of the radius size and what works
  allocatedParticles: 8000,
  rot: 10,
  //change the radius of the particles when they are making up the group
  radius: 3,
  scaleX: "100%",
  scaleY: "100%",
  //how pixel perfectly the canvas reader will read pixels, if you decrease this value say 90 then it will skip some pixels and read only 90 percent of the generated canvas image
  resPerc: 100,
  //change the distance of randomness from a actual pixel point, usually you will want this at it's default or something higher than 0
  prtclDstRng: 0,
  //does not process white pixels as valid particles, usefull for images
  removeWhite: true,
  //by default the pixels will be attained in a certain order always, use this to change that order, though be aware this causes a lot of lag
  shufflePoints: true,
  //you can choose whether the particles by default are enabled
  enabled: true,
  //when the user clicks on the hitbox of the particle group do an action.
  clickCallback: () => {
    //you could make it so if the group is disabled enable it
    if (!particles.pGroups[0].enabled) {
      particles.enableGroups([0]);
    } else {
      //if the group is enabled disable it
      particles.disableGroups([0]);
    }
  },
  //actions are great for moving groups real time, in this case we use it to set the particles at their assigned position straight away instead of floating in from where ever they were originally. Great for when you load the project in and want something there already.
  action: {
    type: "point",
    xPos: "50%",
    yPos: "50%",
    mode: "set",
  },
});

Using particle group actions

particle group actions can be used to manipulate particle groups realtime. since it uses uniforms to update the groups you should be able to modify them very quickly. Though be aware some actions do take a lot more processing. So it's not recommended to run this every frame, as there could still be some bottlenecking of pushing information from the cpu to the gpu.

You can use these actions to move, shift, set the position of, scale, and rotate the particle groups.

p.groupAction(
    {
        type: "dest", // options: "both" | "point" | "dest" | "bothIndividual", change the destination that the particles are trying to go to or change the actual particle point position,
        xPos: "-10%",
        yPos: `2%`,
        mode: "shift" // options: "shift" | "set", shift - shifts it by the xpos and ypos amount, set sets it to that value of xPos and yPos
    },
    0 //the index of the particle group
);

the types of the group actions

export interface GroupAction {
  type: "dest" | "point" | "both";
  mode?: "shift" | "set";
  xPos?: string;
  yPos?: string;
  scaleX?: string;
  scaleY?: string;
  rot?: number;
  radius?: number;
}
export interface GroupIndividualAction {
  type: "bothIndividual";
  pMode?: "shift" | "set";
  pXPos?: string;
  pYPos?: string;
  pScaleX?: string;
  pScaleY?: string;
  pRot?: number;
  dMode?: "shift" | "set";
  dXPos?: string;
  dYPos?: string;
  dScaleX?: string;
  dScaleY?: string;
  dRot?: number;
  radius?: number;
}

Overriding a particle group

you can override a particle group and update it to a new image or something else. Be careful when updating particle groups due to the way the particle engine works, you need to make sure you are allocating particles carefully. If you are not careful it can cause some problems. This is a feature that could be worked on in the future is creating better dynamic particle allocation.

const myImage = await particles.loadImageURL(url1);
const myImage2 = await particles.loadImageURL(url2);

//initialize the particle group to start with
particles.addInputGroup({
  group: 0,
  xPos: "50%",
  yPos: "50%",
  inputs: [

    {
      image: myImage,
    },
  ],
  allocatedParticles: 8000,
  radius: 3,
  removeWhite: true,
});
//create a timeoout to override the particle group in 4 seconds
setTimeout(() =>{
  particles.addInputGroup({
  group: 0,
  xPos: "50%",
  yPos: "50%",
  inputs: [

    {
      image: myImage2,
    },
  ],
  allocatedParticles: 8000,
  radius: 3,
  removeWhite: true,
});
},4000)

Other Particle Functions

Other functions include deleting the groups and setting the lifetime of the groups lifetime - is how much longer the particle has left to live, after the allocated life is gone it will disappear.

//removing groups
deleteAllGroups(false) // boolean passed is optional and tells whether to use the group lifetime or not
setGroupLifetime([0,1], 100, 10) // setGroupLifetime: (groupIds: number[], lifetime: number, offset?: number) => {}

//disable and enabling groups
enableGroups([0]); // (groupIds: number[]) => {}
disableGroups([0]); // (groupIds: number[]) => {}

Particle Options

Not all options have been implemented in this version, I had to redo the entire engine in webgl to make it faster and some things were not translated as quickly as others

const options: WrapperOptions = {
  resolutionPercent: 50,
  particleCount: 50000,
  backgroundParticleCount: 500,
  mapParticlesToClosestPoint: false,
  prtclDstRng: 0.5,
  usePreciseMouseDetection: true,
  mouseInteractionType: "drag",
  mouseInteractionFieldDistance: 10000,
  mouseInteractionFieldIntensity: 10,
  mouseClickInteractionFieldDistance: 10000,
  mouseClickInteractionFieldIntensity: 0.003,
  mouseClickInteractionType: "orbit",
  edgeInteractionType: "teleport",
  edgeRestitution: 0.8,
  useParticleQueue: true,
  particleScrollType: "scrollY",
  lifetimeOffsetRng: 10,
  maxGroups: 10,
};

TODO

Since this was orignally a part of my portfolio and I had created a whole engine before this one this one was to optimize there are things that still need to be done:

  • pull back in some of the old options
  • add back in the fps reporting (very useful for devices that are running something on the graphics card already, like figma, photoshop or some other graphics heavy application,) this enables the program to not attempt to run if its causing too much lag as sometimes that is the case
  • optimize and update the allocation of particles
  • add the ability to create basic shapes. Instead of just text and images, you could do shape: "circle" or something and it would create a circle and render that to the ctx.