webgl_buffergeometry_drawrange.html 8.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry - lines drawrange</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. a {
  10. color: #08f;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <div id="container"></div>
  16. <div id="info">
  17. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry drawrange<br/>
  18. by <a href="https://twitter.com/fernandojsg">fernandojsg</a>
  19. </div>
  20. <script type="module">
  21. import * as THREE from '../build/three.module.js';
  22. import Stats from './jsm/libs/stats.module.js';
  23. import { GUI } from './jsm/libs/dat.gui.module.js';
  24. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  25. var group;
  26. var container, stats;
  27. var particlesData = [];
  28. var camera, scene, renderer;
  29. var positions, colors;
  30. var particles;
  31. var pointCloud;
  32. var particlePositions;
  33. var linesMesh;
  34. var maxParticleCount = 1000;
  35. var particleCount = 500;
  36. var r = 800;
  37. var rHalf = r / 2;
  38. var effectController = {
  39. showDots: true,
  40. showLines: true,
  41. minDistance: 150,
  42. limitConnections: false,
  43. maxConnections: 20,
  44. particleCount: 500
  45. };
  46. init();
  47. animate();
  48. function initGUI() {
  49. var gui = new GUI();
  50. gui.add( effectController, "showDots" ).onChange( function ( value ) {
  51. pointCloud.visible = value;
  52. } );
  53. gui.add( effectController, "showLines" ).onChange( function ( value ) {
  54. linesMesh.visible = value;
  55. } );
  56. gui.add( effectController, "minDistance", 10, 300 );
  57. gui.add( effectController, "limitConnections" );
  58. gui.add( effectController, "maxConnections", 0, 30, 1 );
  59. gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function ( value ) {
  60. particleCount = parseInt( value );
  61. particles.setDrawRange( 0, particleCount );
  62. } );
  63. }
  64. function init() {
  65. initGUI();
  66. container = document.getElementById( 'container' );
  67. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  68. camera.position.z = 1750;
  69. var controls = new OrbitControls( camera, container );
  70. controls.minDistance = 1000;
  71. controls.maxDistance = 3000;
  72. scene = new THREE.Scene();
  73. group = new THREE.Group();
  74. scene.add( group );
  75. var helper = new THREE.BoxHelper( new THREE.Mesh( new THREE.BoxBufferGeometry( r, r, r ) ) );
  76. helper.material.color.setHex( 0x101010 );
  77. helper.material.blending = THREE.AdditiveBlending;
  78. helper.material.transparent = true;
  79. group.add( helper );
  80. var segments = maxParticleCount * maxParticleCount;
  81. positions = new Float32Array( segments * 3 );
  82. colors = new Float32Array( segments * 3 );
  83. var pMaterial = new THREE.PointsMaterial( {
  84. color: 0xFFFFFF,
  85. size: 3,
  86. blending: THREE.AdditiveBlending,
  87. transparent: true,
  88. sizeAttenuation: false
  89. } );
  90. particles = new THREE.BufferGeometry();
  91. particlePositions = new Float32Array( maxParticleCount * 3 );
  92. for ( var i = 0; i < maxParticleCount; i ++ ) {
  93. var x = Math.random() * r - r / 2;
  94. var y = Math.random() * r - r / 2;
  95. var z = Math.random() * r - r / 2;
  96. particlePositions[ i * 3 ] = x;
  97. particlePositions[ i * 3 + 1 ] = y;
  98. particlePositions[ i * 3 + 2 ] = z;
  99. // add it to the geometry
  100. particlesData.push( {
  101. velocity: new THREE.Vector3( - 1 + Math.random() * 2, - 1 + Math.random() * 2, - 1 + Math.random() * 2 ),
  102. numConnections: 0
  103. } );
  104. }
  105. particles.setDrawRange( 0, particleCount );
  106. particles.setAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ).setUsage( THREE.DynamicDrawUsage ) );
  107. // create the particle system
  108. pointCloud = new THREE.Points( particles, pMaterial );
  109. group.add( pointCloud );
  110. var geometry = new THREE.BufferGeometry();
  111. geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).setUsage( THREE.DynamicDrawUsage ) );
  112. geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).setUsage( THREE.DynamicDrawUsage ) );
  113. geometry.computeBoundingSphere();
  114. geometry.setDrawRange( 0, 0 );
  115. var material = new THREE.LineBasicMaterial( {
  116. vertexColors: true,
  117. blending: THREE.AdditiveBlending,
  118. transparent: true
  119. } );
  120. linesMesh = new THREE.LineSegments( geometry, material );
  121. group.add( linesMesh );
  122. //
  123. renderer = new THREE.WebGLRenderer( { antialias: true } );
  124. renderer.setPixelRatio( window.devicePixelRatio );
  125. renderer.setSize( window.innerWidth, window.innerHeight );
  126. renderer.outputEncoding = THREE.sRGBEncoding;
  127. container.appendChild( renderer.domElement );
  128. //
  129. stats = new Stats();
  130. container.appendChild( stats.dom );
  131. window.addEventListener( 'resize', onWindowResize, false );
  132. }
  133. function onWindowResize() {
  134. camera.aspect = window.innerWidth / window.innerHeight;
  135. camera.updateProjectionMatrix();
  136. renderer.setSize( window.innerWidth, window.innerHeight );
  137. }
  138. function animate() {
  139. var vertexpos = 0;
  140. var colorpos = 0;
  141. var numConnected = 0;
  142. for ( var i = 0; i < particleCount; i ++ )
  143. particlesData[ i ].numConnections = 0;
  144. for ( var i = 0; i < particleCount; i ++ ) {
  145. // get the particle
  146. var particleData = particlesData[ i ];
  147. particlePositions[ i * 3 ] += particleData.velocity.x;
  148. particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
  149. particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
  150. if ( particlePositions[ i * 3 + 1 ] < - rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
  151. particleData.velocity.y = - particleData.velocity.y;
  152. if ( particlePositions[ i * 3 ] < - rHalf || particlePositions[ i * 3 ] > rHalf )
  153. particleData.velocity.x = - particleData.velocity.x;
  154. if ( particlePositions[ i * 3 + 2 ] < - rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
  155. particleData.velocity.z = - particleData.velocity.z;
  156. if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
  157. continue;
  158. // Check collision
  159. for ( var j = i + 1; j < particleCount; j ++ ) {
  160. var particleDataB = particlesData[ j ];
  161. if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
  162. continue;
  163. var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
  164. var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
  165. var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
  166. var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
  167. if ( dist < effectController.minDistance ) {
  168. particleData.numConnections ++;
  169. particleDataB.numConnections ++;
  170. var alpha = 1.0 - dist / effectController.minDistance;
  171. positions[ vertexpos ++ ] = particlePositions[ i * 3 ];
  172. positions[ vertexpos ++ ] = particlePositions[ i * 3 + 1 ];
  173. positions[ vertexpos ++ ] = particlePositions[ i * 3 + 2 ];
  174. positions[ vertexpos ++ ] = particlePositions[ j * 3 ];
  175. positions[ vertexpos ++ ] = particlePositions[ j * 3 + 1 ];
  176. positions[ vertexpos ++ ] = particlePositions[ j * 3 + 2 ];
  177. colors[ colorpos ++ ] = alpha;
  178. colors[ colorpos ++ ] = alpha;
  179. colors[ colorpos ++ ] = alpha;
  180. colors[ colorpos ++ ] = alpha;
  181. colors[ colorpos ++ ] = alpha;
  182. colors[ colorpos ++ ] = alpha;
  183. numConnected ++;
  184. }
  185. }
  186. }
  187. linesMesh.geometry.setDrawRange( 0, numConnected * 2 );
  188. linesMesh.geometry.attributes.position.needsUpdate = true;
  189. linesMesh.geometry.attributes.color.needsUpdate = true;
  190. pointCloud.geometry.attributes.position.needsUpdate = true;
  191. requestAnimationFrame( animate );
  192. stats.update();
  193. render();
  194. }
  195. function render() {
  196. var time = Date.now() * 0.001;
  197. group.rotation.y = time * 0.1;
  198. renderer.render( scene, camera );
  199. }
  200. </script>
  201. </body>
  202. </html>