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Three Js Point Cloud Experiment
/* 'To actually be able to display anything with Three.js, we need three things:
A scene, a camera, and a renderer so we can render the scene with the camera.'
- http://threejs.org/docs/#Manual/Introduction/Creating_a_scene */
var scene, camera, renderer;
/* I guess we need this stuff too */
var container, HEIGHT,
WIDTH, fieldOfView, aspectRatio,
nearPlane, farPlane, stats,
geometry, particleCount,
i, h, color, size, materials = [],
mouseX = 0, mouseY = 0, windowHalfX, windowHalfY;
init();
animate();
function init() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
windowHalfX = WIDTH / 2;
windowHalfY = HEIGHT / 2;
fieldOfView = 75;
aspectRatio = WIDTH / HEIGHT;
nearPlane = 1;
farPlane = 3000;
/* fieldOfView — Camera frustum vertical field of view.
aspectRatio — Camera frustum aspect ratio.
nearPlane — Camera frustum near plane.
farPlane — Camera frustum far plane.
- http://threejs.org/docs/#Reference/Cameras/PerspectiveCamera
In geometry, a frustum (plural: frusta or frustums)
is the portion of a solid (normally a cone or pyramid)
that lies between two parallel planes cutting it. - wikipedia. */
cameraZ = farPlane / 3; /* So, 1000? Yes! move on! */
fogHex = 0x000000; /* As black as your heart. */
fogDensity = 0.0007; /* So not terribly dense? */
camera = new THREE.PerspectiveCamera(fieldOfView, aspectRatio, nearPlane, farPlane);
camera.position.z = cameraZ;
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(fogHex, fogDensity);
container = document.createElement('div');
document.body.appendChild(container);
document.body.style.overflow = 'hidden';
geometry = new THREE.Geometry(); /* NO ONE SAID ANYTHING ABOUT MATH! UGH! */
particleCount = 20000; /* Leagues under the sea */
/* Hope you took your motion sickness pills;
We're about to get loopy. */
for (i = 0; i < particleCount; i++) {
var vertex = new THREE.Vector3();
vertex.x = Math.random() * 2000 - 1000;
vertex.y = Math.random() * 2000 - 1000;
vertex.z = Math.random() * 2000 - 1000;
geometry.vertices.push(vertex);
}
/* We can't stop here, this is bat country! */
parameters = [[[1, 1, 0.5], 5], [[0.95, 1, 0.5], 4], [[0.90, 1, 0.5], 3], [[0.85, 1, 0.5], 2], [[0.80, 1, 0.5], 1]];
parameterCount = parameters.length;
/* I told you to take those motion sickness pills.
Clean that vommit up, we're going again! */
for (i = 0; i < parameterCount; i++) {
color = parameters[i][0];
size = parameters[i][1];
materials[i] = new THREE.PointCloudMaterial({size:size});
particles = new THREE.PointCloud(geometry, materials[i]);
particles.rotation.x = Math.random() * 6;
particles.rotation.y = Math.random() * 6;
particles.rotation.z = Math.random() * 6;
scene.add(particles);
}
/* If my calculations are correct, when this baby hits 88 miles per hour...
you're gonna see some serious shit. */
renderer = new THREE.WebGLRenderer(); /* Rendererererers particles. */
renderer.setPixelRatio(window.devicePixelRatio); /* Probably 1; unless you're fancy. */
renderer.setSize(WIDTH, HEIGHT); /* Full screen baby Wooooo! */
container.appendChild(renderer.domElement); /* Let's add all this crazy junk to the page. */
/* I don't know about you, but I like to know how bad my
code is wrecking the performance of a user's machine.
Let's see some damn stats! */
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.right = '0px';
container.appendChild( stats.domElement );
/* Event Listeners */
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
document.addEventListener('touchmove', onDocumentTouchMove, false);
}
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
var time = Date.now() * 0.00005;
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (- mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
for (i = 0; i < scene.children.length; i ++) {
var object = scene.children[i];
if (object instanceof THREE.PointCloud) {
object.rotation.y = time * (i < 4 ? i + 1 : - (i + 1));
}
}
for (i = 0; i < materials.length; i ++) {
color = parameters[i][0];
h = (360 * (color[0] + time) % 360) / 360;
materials[i].color.setHSL(h, color[1], color[2]);
}
renderer.render(scene, camera);
}
function onDocumentMouseMove(e) {
mouseX = e.clientX - windowHalfX;
mouseY = e.clientY - windowHalfY;
}
/* Mobile users? I got your back homey */
function onDocumentTouchStart(e) {
if (e.touches.length === 1) {
e.preventDefault();
mouseX = e.touches[0].pageX - windowHalfX;
mouseY = e.touches[0].pageY - windowHalfY;
}
}
function onDocumentTouchMove(e) {
if (e.touches.length === 1) {
e.preventDefault();
mouseX = e.touches[ 0 ].pageX - windowHalfX;
mouseY = e.touches[ 0 ].pageY - windowHalfY;
}
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}

Three Js Point Cloud Experiment

Working on a larger -personal- project involving a similar animation. Still tooling with it.

A Pen by Sean Dempsey on CodePen.

License.

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