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A Pen by Gary Constable.
/**
* Three.js Particles expriment 0001
*
*
*
* @author gary <garyconstable80@gmail.com>
* @type type
*/
/**
* utilis
* @type type
*/
function vectDist( v1, v2 ){
v = {
x: v1.x - v2.x,
y: v1.y - v2.y,
z: v1.z - v2.z,
}
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
/**
*
* @type type
*/
var config = {
//particles
totalParticles: 100000,
particleSize: 5,
particleSpeed: 0.1,
//view / distance
near: 0.1,
far: 10000,
x_rot: 10,
y_rot: 150,
z_pos: 540
}
/**
* add some sliders to control x and y rotation and z position
* @type type
*/
function degToRad( deg ){
return deg * Math.PI / 180;
}
document.body.innerHTML += '<input type="range" id="x_rot" min="1" max="360">';
document.body.innerHTML += '<input type="range" id="y_rot" min="1" max="360">';
document.body.innerHTML += '<input type="range" id="z_pos" min="'+ ( 0 - config.far )+'" max="'+config.far+'" step="1" value="1500">';
document.getElementById('x_rot').addEventListener("input", function() {
config.x_rot = degToRad(this.value);
});
document.getElementById('y_rot').addEventListener("input", function() {
config.y_rot = degToRad(this.value);
});
document.getElementById('z_pos').addEventListener("input", function() {
config.z_pos = this.value;
});
/**
* window
* @type @exp;window@pro;innerWidth
*/
var width = window.innerWidth;
var height = window.innerHeight;
/**
* renderer
* @type THREE.WebGLRenderer
*/
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
/**
* scene
* @type THREE.Scene
*/
var scene = new THREE.Scene;
/**
* camera position
* @type THREE.PerspectiveCamera
*/
var camera = new THREE.PerspectiveCamera(45, width / height, config.near, config.far);
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 1000;
scene.add(camera);
/**
* skybox - our bounding cube
* @type Number
*/
sSize = 200;
skyboxMesh = new THREE.Mesh( new THREE.CubeGeometry( sSize, sSize, sSize, 1, 1, 1, null, true ), new THREE.MeshNormalMaterial() );
/**
* create the particles
* @type THREE.Geometry
*/
var particles = new THREE.Geometry;
//var particleTexture = //THREE.ImageUtils.loadTexture('/templates/particles/images/particle.png');
var particleMaterial = new THREE.ParticleBasicMaterial({ color: '#ffffff' });
var min = 0 - (sSize/2) ;
//attributes array
var px = [];
//create the particles
for (var p = 0; p < config.totalParticles; p++) {
//create the particle
var particle = new THREE.Vector3(
Math.floor(Math.random() * sSize ) + min,
Math.floor(Math.random() * sSize ) + min,
Math.floor(Math.random() * sSize ) + min
);
//add the addition attributes to a sperate array
var temp = {
angle: Math.floor(Math.random()*360) + 1,
speed: config.particleSpeed
}
//push..
px.push(temp);
particles.vertices.push(particle);
}
//create the particle system and add to scene
var particleSystem = new THREE.ParticleSystem(particles, particleMaterial);
scene.add(particleSystem);
/**
* add a point light
* @type THREE.PointLight
*/
var pointLight = new THREE.PointLight(0xffffff);
pointLight.position.set(0, 300, 200);
scene.add(pointLight);
/**
*
* @returns {undefined}
*/
function render() {
//annimation frame
requestAnimationFrame(render);
//coliide against bounds of sky box
function collide( x, y, angle){
if ( x > (sSize/2) || x < (0 -(sSize/2)) ) {
angle = 180 - angle;
} else if ( y > sSize/2 || y < (0 -(sSize/2) )) {
angle = 360 - angle;
}
return angle;
}
//get new x and y
function update(angle, speed, x, y){
radians = angle * Math.PI/ 180;
ret = {
x: x += Math.cos(radians) * speed,
y: y += Math.sin(radians) * speed
};
return ret;
}
//loop through the particles
for( var i=0; i<particleSystem.geometry.vertices.length;i++){
//current x , y and z
var p = particleSystem.geometry.vertices[i];
//calculate the new angle
px[i].angle = collide( p.x, p.y, px[i].angle );
//calculat the new position
var t = update(px[i].angle, px[i].speed, p.x, p.y);
//set the new position
particleSystem.geometry.vertices[i].set( t.x, t.y, p.z );
/*
for(var j = 0; j<particleSystem.geometry.vertices.length; j++ ){
var q = particleSystem.geometry.vertices[j];
//draw lines
if( vectDist(p, q) < 100 ){
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(p.x, p.y, p.z));
geometry.vertices.push(new THREE.Vector3(q.x, q.y, q.z));
var line = new THREE.Line(geometry, material);
scene.add( line );
}
}
*/
//set the scene position
particleSystem.rotation.x = config.x_rot;
particleSystem.rotation.y = config.y_rot;
particleSystem.position.z = config.z_pos;
//we need to tell it to update.
particleSystem.geometry.verticesNeedUpdate = true;
}
//re-draw
renderer.render(scene, camera);
}
//go..
render();
body{margin:0; padding:0;}
canvas { width: 100%; height: 100%; position: fixed; top:0; left:0; z-index:1; }
input{position:relative; z-index:2;}
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