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@@ -42,6 +42,7 @@
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<script src="js/libs/stats.min.js"></script>
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<script>
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+
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var group;
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var container, stats;
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var particlesData = [];
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@@ -49,14 +50,12 @@
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var positions,colors;
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var pointCloud;
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var particlePositions;
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+ var linesMesh;
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var maxParticleCount = 1000;
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var particleCount = 500;
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var r = 800;
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-
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- var rHalf = r/2;
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-
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- var linesMesh;
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+ var rHalf = r / 2;
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var effectController = {
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showDots: true,
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@@ -87,6 +86,7 @@
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}
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function init() {
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+
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initGUI();
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container = document.getElementById( 'container' );
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@@ -122,19 +122,19 @@
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particles = new THREE.BufferGeometry();
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particlePositions = new Float32Array( maxParticleCount * 3 );
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- for (var i = 0; i < maxParticleCount; i++) {
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+ for ( var i = 0; i < maxParticleCount; i++ ) {
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var x = Math.random() * r - r / 2;
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var y = Math.random() * r - r / 2;
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var z = Math.random() * r - r / 2;
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- particlePositions[i*3] = x;
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- particlePositions[i*3+1] = y;
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- particlePositions[i*3+2] = z;
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+ particlePositions[ i * 3 ] = x;
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+ particlePositions[ i * 3 + 1 ] = y;
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+ particlePositions[ i * 3 + 2 ] = z;
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// add it to the geometry
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particlesData.push({
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- velocity: new THREE.Vector3(-1+Math.random()*2, -1+Math.random()*2, -1+Math.random()*2),
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+ velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
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numConnections: 0
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});
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@@ -215,59 +215,56 @@
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var colorpos=0;
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numConnected = 0;
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- for (var i = 0; i < particleCount; i++)
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- particlesData[i].numConnections = 0;
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+ for ( var i = 0; i < particleCount; i++ )
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+ particlesData[ i ].numConnections = 0;
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- for (var i = 0; i < particleCount; i++) {
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+ for ( var i = 0; i < particleCount; i++ ) {
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// get the particle
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var particleData = particlesData[i];
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- particlePositions[i*3]+=particleData.velocity.x;
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- particlePositions[i*3+1]+=particleData.velocity.y;
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- particlePositions[i*3+2]+=particleData.velocity.z;
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+ particlePositions[ i * 3 ] += particleData.velocity.x;
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+ particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
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+ particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
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- if (particlePositions[i*3+1]<-rHalf || particlePositions[i*3+1]>rHalf)
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- particleData.velocity.y=-particleData.velocity.y;
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+ if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
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+ particleData.velocity.y = -particleData.velocity.y;
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- if (particlePositions[i*3]<-rHalf || particlePositions[i*3]>rHalf)
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- particleData.velocity.x=-particleData.velocity.x;
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+ if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
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+ particleData.velocity.x = -particleData.velocity.x;
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- if (particlePositions[i*3+2]<-rHalf || particlePositions[i*3+2]>rHalf)
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- particleData.velocity.z=-particleData.velocity.z;
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+ if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
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+ particleData.velocity.z = -particleData.velocity.z;
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- //if (effectController.maxConnections
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- if (effectController.limitConnections && particleData.numConnections >= effectController.maxConnections)
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+ if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
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continue;
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// Check collision
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- for (var j = i+1; j < particleCount; j++) {
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+ for ( var j = i + 1; j < particleCount; j++ ) {
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- var particleDataB = particlesData[j];
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- if (effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections)
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+ var particleDataB = particlesData[ j ];
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+ if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
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continue;
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- var dx = particlePositions[i*3] - particlePositions[j*3];
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- var dy = particlePositions[i*3+1] - particlePositions[j*3+1];
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- var dz = particlePositions[i*3+2] - particlePositions[j*3+2];
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- var dist = Math.sqrt(dx*dx+dy*dy+dz*dz);
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-
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- //var dist = particle.distanceTo(particleB);
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+ var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
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+ var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
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+ var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
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+ var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
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- if (dist < effectController.minDistance) {
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+ if ( dist < effectController.minDistance ) {
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particleData.numConnections++;
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particleDataB.numConnections++;
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- var alpha = 1.0-dist/effectController.minDistance+0.2;
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+ var alpha = 1.0 - dist / effectController.minDistance + 0.2;
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- positions[ vertexpos++ ] = particlePositions[i*3];
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- positions[ vertexpos++ ] = particlePositions[i*3+1];
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- positions[ vertexpos++ ] = particlePositions[i*3+2];
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+ positions[ vertexpos++ ] = particlePositions[ i * 3 ];
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+ positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
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+ positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
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- positions[ vertexpos++ ] = particlePositions[j*3];
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- positions[ vertexpos++ ] = particlePositions[j*3+1];
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- positions[ vertexpos++ ] = particlePositions[j*3+2];
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+ positions[ vertexpos++ ] = particlePositions[ j * 3 ];
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+ positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
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+ positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
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colors[ colorpos++ ] = alpha;
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@@ -284,7 +281,7 @@
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}
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- linesMesh.geometry.drawcalls[0].count = numConnected*2;
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+ linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
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linesMesh.geometry.attributes.position.needsUpdate = true;
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linesMesh.geometry.attributes.color.needsUpdate = true;
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@@ -301,7 +298,7 @@
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var time = Date.now() * 0.001;
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- group.rotation.y = time*0.1;
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+ group.rotation.y = time * 0.1;
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renderer.render( scene, camera );
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}
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