|
@@ -5,36 +5,46 @@
|
|
<meta charset="utf-8">
|
|
<meta charset="utf-8">
|
|
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
|
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
|
<style>
|
|
<style>
|
|
- body {
|
|
|
|
- background-color: #000000;
|
|
|
|
- margin: 0px;
|
|
|
|
- overflow: hidden;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- a {
|
|
|
|
- color: #0078ff;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- .dg {
|
|
|
|
- right: auto!important;
|
|
|
|
- left: 20px!important;
|
|
|
|
- }
|
|
|
|
|
|
+ body {
|
|
|
|
+ font-family: Monospace;
|
|
|
|
+ background-color: #f0f0f0;
|
|
|
|
+ margin: 0px;
|
|
|
|
+ overflow: hidden;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ #info {
|
|
|
|
+ position: absolute;
|
|
|
|
+ top: 0px;
|
|
|
|
+ width: 100%;
|
|
|
|
+ padding: 5px;
|
|
|
|
+ font-family:Monospace;
|
|
|
|
+ font-size:13px;
|
|
|
|
+ text-align:center;
|
|
|
|
+ color: #ffffff;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ a {
|
|
|
|
+ color: #ffffff;
|
|
|
|
+ }
|
|
</style>
|
|
</style>
|
|
</head>
|
|
</head>
|
|
|
|
|
|
<body>
|
|
<body>
|
|
- <div style="position: absolute; top: 10px; width: 100%; text-align: center; color:#eee">
|
|
|
|
- <a href="http://threejs.org" target="_blank">three.js</a> - GPU particle system plugin by <a href="http://charliehoey.com">Charlie Hoey</a>.</div>
|
|
|
|
|
|
+
|
|
|
|
+ <div id="container"></div>
|
|
|
|
+ <div id="info">
|
|
|
|
+ <a href="https://threejs.org" target="_blank">three.js</a> - GPU particle system plugin by <a href="http://charliehoey.com">Charlie Hoey</a>.
|
|
|
|
+ </div>
|
|
|
|
|
|
<script src="../build/three.js"></script>
|
|
<script src="../build/three.js"></script>
|
|
<script src="./js/controls/TrackballControls.js"></script>
|
|
<script src="./js/controls/TrackballControls.js"></script>
|
|
<script src="./js/libs/dat.gui.min.js"></script>
|
|
<script src="./js/libs/dat.gui.min.js"></script>
|
|
- <script src="./js/GPUParticleSystem.js" charset="utf-8"></script>
|
|
|
|
|
|
+ <script src="./js/GPUParticleSystem.js"></script>
|
|
|
|
|
|
<script>
|
|
<script>
|
|
var camera, tick = 0,
|
|
var camera, tick = 0,
|
|
- scene, renderer, clock = new THREE.Clock(true),
|
|
|
|
- controls, container, gui = new dat.GUI(),
|
|
|
|
|
|
+ scene, renderer, clock = new THREE.Clock(),
|
|
|
|
+ controls, container, gui = new dat.GUI( { width: 350 } ),
|
|
options, spawnerOptions, particleSystem;
|
|
options, spawnerOptions, particleSystem;
|
|
|
|
|
|
init();
|
|
init();
|
|
@@ -42,11 +52,11 @@
|
|
|
|
|
|
function init() {
|
|
function init() {
|
|
|
|
|
|
|
|
+ //
|
|
|
|
|
|
- container = document.createElement('div');
|
|
|
|
- document.body.appendChild(container);
|
|
|
|
|
|
+ container = document.getElementById( 'container' );
|
|
|
|
|
|
- camera = new THREE.PerspectiveCamera(28, window.innerWidth / window.innerHeight, 1, 10000);
|
|
|
|
|
|
+ camera = new THREE.PerspectiveCamera( 28, window.innerWidth / window.innerHeight, 1, 10000 );
|
|
camera.position.z = 100;
|
|
camera.position.z = 100;
|
|
|
|
|
|
scene = new THREE.Scene();
|
|
scene = new THREE.Scene();
|
|
@@ -55,13 +65,15 @@
|
|
// as you would any other scene graph component. Particle positions will be
|
|
// as you would any other scene graph component. Particle positions will be
|
|
// relative to the position of the particle system, but you will probably only need one
|
|
// relative to the position of the particle system, but you will probably only need one
|
|
// system for your whole scene
|
|
// system for your whole scene
|
|
- particleSystem = new THREE.GPUParticleSystem({
|
|
|
|
|
|
+
|
|
|
|
+ particleSystem = new THREE.GPUParticleSystem( {
|
|
maxParticles: 250000
|
|
maxParticles: 250000
|
|
- });
|
|
|
|
- scene.add( particleSystem);
|
|
|
|
|
|
+ } );
|
|
|
|
|
|
|
|
+ scene.add( particleSystem );
|
|
|
|
|
|
// options passed during each spawned
|
|
// options passed during each spawned
|
|
|
|
+
|
|
options = {
|
|
options = {
|
|
position: new THREE.Vector3(),
|
|
position: new THREE.Vector3(),
|
|
positionRandomness: .3,
|
|
positionRandomness: .3,
|
|
@@ -82,30 +94,35 @@
|
|
timeScale: 1
|
|
timeScale: 1
|
|
};
|
|
};
|
|
|
|
|
|
- gui.add(options, "velocityRandomness", 0, 3);
|
|
|
|
- gui.add(options, "positionRandomness", 0, 3);
|
|
|
|
- gui.add(options, "size", 1, 20);
|
|
|
|
- gui.add(options, "sizeRandomness", 0, 25);
|
|
|
|
- gui.add(options, "colorRandomness", 0, 1);
|
|
|
|
- gui.add(options, "lifetime", .1, 10);
|
|
|
|
- gui.add(options, "turbulence", 0, 1);
|
|
|
|
|
|
+ //
|
|
|
|
+
|
|
|
|
+ gui.add( options, "velocityRandomness", 0, 3 );
|
|
|
|
+ gui.add( options, "positionRandomness", 0, 3 );
|
|
|
|
+ gui.add( options, "size", 1, 20 );
|
|
|
|
+ gui.add( options, "sizeRandomness", 0, 25 );
|
|
|
|
+ gui.add( options, "colorRandomness", 0, 1 );
|
|
|
|
+ gui.add( options, "lifetime", .1, 10 );
|
|
|
|
+ gui.add( options, "turbulence", 0, 1 );
|
|
|
|
|
|
- gui.add(spawnerOptions, "spawnRate", 10, 30000);
|
|
|
|
- gui.add(spawnerOptions, "timeScale", -1, 1);
|
|
|
|
|
|
+ gui.add( spawnerOptions, "spawnRate", 10, 30000 );
|
|
|
|
+ gui.add( spawnerOptions, "timeScale", -1, 1 );
|
|
|
|
+
|
|
|
|
+ //
|
|
|
|
|
|
renderer = new THREE.WebGLRenderer();
|
|
renderer = new THREE.WebGLRenderer();
|
|
- renderer.setPixelRatio(window.devicePixelRatio);
|
|
|
|
- renderer.setSize(window.innerWidth, window.innerHeight);
|
|
|
|
- container.appendChild(renderer.domElement);
|
|
|
|
|
|
+ renderer.setPixelRatio( window.devicePixelRatio );
|
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
+ container.appendChild( renderer.domElement );
|
|
|
|
+
|
|
|
|
+ //
|
|
|
|
|
|
- // setup controls
|
|
|
|
- controls = new THREE.TrackballControls(camera, renderer.domElement);
|
|
|
|
|
|
+ controls = new THREE.TrackballControls( camera, renderer.domElement );
|
|
controls.rotateSpeed = 5.0;
|
|
controls.rotateSpeed = 5.0;
|
|
controls.zoomSpeed = 2.2;
|
|
controls.zoomSpeed = 2.2;
|
|
controls.panSpeed = 1;
|
|
controls.panSpeed = 1;
|
|
controls.dynamicDampingFactor = 0.3;
|
|
controls.dynamicDampingFactor = 0.3;
|
|
|
|
|
|
- window.addEventListener('resize', onWindowResize, false);
|
|
|
|
|
|
+ window.addEventListener( 'resize', onWindowResize, false );
|
|
|
|
|
|
}
|
|
}
|
|
|
|
|
|
@@ -114,34 +131,39 @@
|
|
camera.aspect = window.innerWidth / window.innerHeight;
|
|
camera.aspect = window.innerWidth / window.innerHeight;
|
|
camera.updateProjectionMatrix();
|
|
camera.updateProjectionMatrix();
|
|
|
|
|
|
- renderer.setSize(window.innerWidth, window.innerHeight);
|
|
|
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
|
|
}
|
|
}
|
|
|
|
|
|
function animate() {
|
|
function animate() {
|
|
|
|
|
|
- requestAnimationFrame(animate);
|
|
|
|
|
|
+ requestAnimationFrame( animate );
|
|
|
|
|
|
controls.update();
|
|
controls.update();
|
|
|
|
|
|
var delta = clock.getDelta() * spawnerOptions.timeScale;
|
|
var delta = clock.getDelta() * spawnerOptions.timeScale;
|
|
tick += delta;
|
|
tick += delta;
|
|
|
|
|
|
- if (tick < 0) tick = 0;
|
|
|
|
|
|
+ if ( tick < 0 ) tick = 0;
|
|
|
|
+
|
|
|
|
+ if ( delta > 0 ) {
|
|
|
|
+
|
|
|
|
+ options.position.x = Math.sin( tick * spawnerOptions.horizontalSpeed ) * 20;
|
|
|
|
+ options.position.y = Math.sin( tick * spawnerOptions.verticalSpeed ) * 10;
|
|
|
|
+ options.position.z = Math.sin( tick * spawnerOptions.horizontalSpeed + spawnerOptions.verticalSpeed ) * 5;
|
|
|
|
|
|
- if (delta > 0) {
|
|
|
|
- options.position.x = Math.sin(tick * spawnerOptions.horizontalSpeed) * 20;
|
|
|
|
- options.position.y = Math.sin(tick * spawnerOptions.verticalSpeed) * 10;
|
|
|
|
- options.position.z = Math.sin(tick * spawnerOptions.horizontalSpeed + spawnerOptions.verticalSpeed) * 5;
|
|
|
|
|
|
+ for ( var x = 0; x < spawnerOptions.spawnRate * delta; x++ ) {
|
|
|
|
|
|
- for (var x = 0; x < spawnerOptions.spawnRate * delta; x++) {
|
|
|
|
// Yep, that's really it. Spawning particles is super cheap, and once you spawn them, the rest of
|
|
// Yep, that's really it. Spawning particles is super cheap, and once you spawn them, the rest of
|
|
// their lifecycle is handled entirely on the GPU, driven by a time uniform updated below
|
|
// their lifecycle is handled entirely on the GPU, driven by a time uniform updated below
|
|
- particleSystem.spawnParticle(options);
|
|
|
|
|
|
+
|
|
|
|
+ particleSystem.spawnParticle( options );
|
|
|
|
+
|
|
}
|
|
}
|
|
|
|
+
|
|
}
|
|
}
|
|
|
|
|
|
- particleSystem.update(tick);
|
|
|
|
|
|
+ particleSystem.update( tick );
|
|
|
|
|
|
render();
|
|
render();
|
|
|
|
|
|
@@ -149,9 +171,10 @@
|
|
|
|
|
|
function render() {
|
|
function render() {
|
|
|
|
|
|
- renderer.render(scene, camera);
|
|
|
|
|
|
+ renderer.render( scene, camera );
|
|
|
|
|
|
}
|
|
}
|
|
|
|
+
|
|
</script>
|
|
</script>
|
|
</body>
|
|
</body>
|
|
|
|
|