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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js - gpu particle system</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- 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>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">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="./js/controls/TrackballControls.js"></script>
- <script src="./js/libs/dat.gui.min.js"></script>
- <script src="./js/libs/stats.min.js"></script>
- <script src="./js/GPUParticleSystem.js"></script>
- <script>
- var camera, tick = 0,
- scene, renderer, clock = new THREE.Clock(),
- controls, container, gui = new dat.GUI( { width: 350 } ),
- options, spawnerOptions, particleSystem;
- var stats;
- init();
- animate();
- function init() {
- //
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 28, window.innerWidth / window.innerHeight, 1, 10000 );
- camera.position.z = 100;
- scene = new THREE.Scene();
- // The GPU Particle system extends THREE.Object3D, and so you can use it
- // 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
- // system for your whole scene
- particleSystem = new THREE.GPUParticleSystem( {
- maxParticles: 250000
- } );
- scene.add( particleSystem );
- // options passed during each spawned
- options = {
- position: new THREE.Vector3(),
- positionRandomness: .3,
- velocity: new THREE.Vector3(),
- velocityRandomness: .5,
- color: 0xaa88ff,
- colorRandomness: .2,
- turbulence: .5,
- lifetime: 2,
- size: 5,
- sizeRandomness: 1
- };
- spawnerOptions = {
- spawnRate: 15000,
- horizontalSpeed: 1.5,
- verticalSpeed: 1.33,
- 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( spawnerOptions, "spawnRate", 10, 30000 );
- gui.add( spawnerOptions, "timeScale", -1, 1 );
- //
- stats = new Stats();
- container.appendChild( stats.dom );
- //
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- //
- controls = new THREE.TrackballControls( camera, renderer.domElement );
- controls.rotateSpeed = 5.0;
- controls.zoomSpeed = 2.2;
- controls.panSpeed = 1;
- controls.dynamicDampingFactor = 0.3;
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- requestAnimationFrame( animate );
- controls.update();
- var delta = clock.getDelta() * spawnerOptions.timeScale;
- tick += delta;
- 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;
- 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
- // their lifecycle is handled entirely on the GPU, driven by a time uniform updated below
- particleSystem.spawnParticle( options );
- }
- }
- particleSystem.update( tick );
- render();
- stats.update();
- }
- function render() {
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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