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October 12, 2020 05:32
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Action Magic
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import { Clock, Euler, Points, Quaternion, ShaderMaterial, SphereBufferGeometry, Vector3, Vector4 } from "three" | |
let glsl = (v, ...args) => { | |
let str = '' | |
v.forEach((e, i) => { | |
str += e + (args[i] || '') | |
}) | |
return str | |
} | |
class ValueDamper { | |
constructor (v = 0, ctx) { | |
// this.minY = limit.ny, | |
// this.maxY = limit.y | |
this.latestVal = v | |
this.dampedVal = v | |
this.diff = 0 | |
this.clock = new Clock() | |
ctx.onLoop(() => { | |
this.deltaInterval = this.clock.getDelta() | |
this.diff = (this.latestVal - this.dampedVal) * (this.deltaInterval * 1000 / 60 * 0.25) | |
this.dampedVal += this.diff | |
}) | |
} | |
set value (v) { | |
this.latestVal = v | |
} | |
get value () { | |
return this.dampedVal | |
} | |
get now () { | |
return this.latestVal | |
} | |
} | |
export class Ball { | |
constructor ({ o3d, ctx }) { | |
let geo = new SphereBufferGeometry(90, 42, 42) | |
let uniforms = { | |
time: { value: 0 }, | |
diffuse: { value: new Vector4(0,0,0,1.0) }, | |
ptSize: { value: 5.0 }, | |
} | |
let mat = new ShaderMaterial({ | |
uniforms, | |
transparent: true, | |
vertexShader: glsl` | |
uniform float ptSize; | |
varying vec2 vUv; | |
void main (void) { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.xyz, 1.0); | |
gl_PointSize = ptSize; | |
} | |
`, | |
fragmentShader: glsl` | |
varying vec2 vUv; | |
uniform vec4 diffuse; | |
uniform float time; | |
const mat2 m = mat2(0.80, 0.60, -0.60, 0.80); | |
float noise(in vec2 p) { | |
return sin(p.x)*sin(p.y); | |
} | |
float fbm4( vec2 p ) { | |
float f = 0.0; | |
f += 0.5000 * noise( p ); p = m * p * 2.02; | |
f += 0.2500 * noise( p ); p = m * p * 2.03; | |
f += 0.1250 * noise( p ); p = m * p * 2.01; | |
f += 0.0625 * noise( p ); | |
return f / 0.9375; | |
} | |
float fbm6( vec2 p ) { | |
float f = 0.0; | |
f += 0.500000*(0.5+0.5*noise( p )); p = m*p*2.02; | |
f += 0.250000*(0.5+0.5*noise( p )); p = m*p*2.03; | |
f += 0.125000*(0.5+0.5*noise( p )); p = m*p*2.01; | |
f += 0.062500*(0.5+0.5*noise( p )); p = m*p*2.04; | |
f += 0.031250*(0.5+0.5*noise( p )); p = m*p*2.01; | |
f += 0.015625*(0.5+0.5*noise( p )); | |
return f/0.96875; | |
} | |
float pattern (vec2 p, float time) { | |
float vout = fbm4( p + time + fbm6( p + fbm4( p + time )) ); | |
return abs(vout); | |
} | |
void main (void) { | |
if (length(gl_PointCoord.xy - 0.5) > 0.5) { | |
discard; | |
} else { | |
vec3 patternColor = vec3( | |
1.0 - pattern(vec2(vUv * 5.0 + time * 5.0) + diffuse.x * 1.0 * cos(time * 0.15), time), | |
1.0 - pattern(vec2(vUv * 5.0 + time * 5.0) + diffuse.y * 1.0 * cos(time * 0.15), time), | |
1.0 - pattern(vec2(vUv * 5.0 + time * 5.0) + diffuse.z * 1.0 * cos(time * 0.15), time) | |
); | |
gl_FragColor = vec4(patternColor, 1.0); | |
} | |
} | |
` | |
}) | |
let drawable = new Points(geo, mat) | |
this.drawable = drawable | |
this.scale = drawable.scale | |
this.rotation = drawable.rotation | |
o3d.add(drawable) | |
ctx.onLoop(() => { | |
uniforms.time.value = window.performance.now() * 1 / 1000 | |
}) | |
this.set = new Proxy(this, { | |
get: (obj, key) => { | |
// return obj[key] | |
if (key === '$vm') { | |
return obj | |
} | |
if (key === 'scale') { | |
return drawable.scale | |
} | |
if (uniforms[key]) { | |
return uniforms[key].value | |
} | |
}, | |
set: (obj, key, value) => { | |
if (uniforms[key]) { | |
uniforms[key].value = value | |
} | |
return true | |
} | |
}) | |
} | |
} | |
export class AreaAttack { | |
constructor ({ character, ctx, o3d }) { | |
this.o3d = o3d | |
this.character = character | |
this.bones = {} | |
this.character.actor.traverse(e => { | |
if (e.isBone) { | |
this.bones[e.name] = e | |
} | |
}) | |
// console.log(this.bones) | |
let vfx = new Ball({ o3d: this.bones.mixamorigHips, ctx }) | |
let damperRotation = new ValueDamper(0.25, ctx) | |
let leftHand = new Vector3() | |
let rightHand = new Vector3() | |
let head = new Quaternion() | |
let headEuler = new Euler() | |
ctx.onLoop(() => { | |
this.bones.mixamorigHead.getWorldQuaternion(head) | |
headEuler.setFromQuaternion(head) | |
this.bones.mixamorigLeftHand.getWorldPosition(leftHand) | |
this.bones.mixamorigRightHand.getWorldPosition(rightHand) | |
let distanceTo = leftHand.distanceTo(rightHand) | |
let righthandMiddleRotation = this.bones.mixamorigRightHandMiddle2.rotation.x | |
let headY = headEuler.y | |
let scale = 0.5 + distanceTo / 7 | |
vfx.scale.set( | |
scale, | |
scale, | |
scale | |
) | |
damperRotation.value = righthandMiddleRotation * 0.5 | |
vfx.rotation.y = damperRotation.value | |
vfx.set.diffuse | |
.copy(this.bones.mixamorigHips.quaternion) | |
vfx.set.diffuse.w = 1.0 | |
vfx.set.ptSize = 5.0 + ((headY)) * 15.0 | |
if (vfx.set.ptSize >= 10.0) { | |
vfx.set.ptSize = 10.0 | |
} | |
}) | |
} | |
} |
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