three.proton
Version:
three.Proton is an easily customizable html5 particle engine for three.js
189 lines (160 loc) • 5.46 kB
HTML
<html>
<head>
<title>three.proton - helloworld</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style type="text/css">
body {
font-family: Monospace;
background-color: #fff;
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="container"></div>
<script src="../lib/stats.min.js"></script>
<script src="../lib/three.min.js"></script>
<script src="../build/three.proton.min.js"></script>
<script src="./js/lib/TrackballControls.js"></script>
<script>
var proton, emitter;
var camera, scene, renderer, stats, clock, spring, controls;
var color1, color2,
tha = 0,
hcolor = 0;
init();
function init() {
addScene();
addControls();
addLights();
addStars();
addProton();
//addInteraction();
addStats();
animate();
}
function addScene() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
scene = new THREE.Scene();
scene.fog = new THREE.Fog(0xffffff, 1, 10000);
clock = new THREE.Clock();
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
function addControls() {
controls = new THREE.TrackballControls(camera);
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
}
function addLights() {
var ambientLight = new THREE.AmbientLight(0x101010);
scene.add(ambientLight);
var pointLight = new THREE.PointLight(0xffffff, 2, 1000, 1);
pointLight.position.set(0, 200, 200);
scene.add(pointLight);
}
function addStats() {
stats = new Stats();
stats.showPanel(0);
stats.dom.style.position = 'absolute';
stats.dom.style.left = '0px';
stats.dom.style.top = '0px';
container.appendChild(stats.dom);
}
function addStars() {
var geometry = new THREE.Geometry();
for (var i = 0; i < 10000; i++) {
var vertex = new THREE.Vector3();
vertex.x = THREE.Math.randFloatSpread(2000);
vertex.y = THREE.Math.randFloatSpread(2000);
vertex.z = THREE.Math.randFloatSpread(2000);
geometry.vertices.push(vertex);
}
var particles = new THREE.Points(geometry, new THREE.PointsMaterial({
color: 0x888888
}));
scene.add(particles);
}
function addProton() {
proton = new Proton();
emitter = new Proton.Emitter();
//setRate
emitter.rate = new Proton.Rate(new Proton.Span(4, 16), new Proton.Span(.01));
//addInitialize
emitter.addInitialize(new Proton.Position(new Proton.PointZone(0, 0)));
emitter.addInitialize(new Proton.Mass(1));
emitter.addInitialize(new Proton.Radius(6, 12));
emitter.addInitialize(new Proton.Life(3));
emitter.addInitialize(new Proton.V(45, new Proton.Vector3D(0, 1, 0), 180));
//addBehaviour
emitter.addBehaviour(new Proton.Alpha(1, 0));
emitter.addBehaviour(new Proton.Scale(.1, 1.3));
color1 = new THREE.Color();
color2 = new THREE.Color();
colorBehaviour = new Proton.Color(color1, color2);
emitter.addBehaviour(colorBehaviour);
emitter.emit();
//add emitter
proton.addEmitter(emitter);
proton.addRender(new Proton.SpriteRender(scene));
}
function createSprite() {
var map = new THREE.TextureLoader().load("./img/dot.png");
var material = new THREE.SpriteMaterial({
map: map,
color: 0xff0000,
blending: THREE.AdditiveBlending,
fog: true
});
return new THREE.Sprite(material);
}
function setColor() {
hcolor += .01;
color1.setHSL(hcolor - (hcolor >> 0), 1, .5);
color2.setHSL(hcolor - (hcolor >> 0) + .3, 1, .5);
//colorBehaviour.reset(color1, color2);
}
function animate() {
stats.begin();
requestAnimationFrame(animate);
render();
stats.end();
}
var ctha = 0;
var r = 500;
function render() {
var delta = clock.getDelta();
setColor();
delta < 5 / 60 && proton.update(delta);
tha += Math.PI / 150;
var p = 300 * Math.sin(2 * tha)
emitter.p.x = p * Math.cos(tha);
emitter.p.y = p * Math.sin(tha);
emitter.p.z = p * Math.tan(tha) / 2;
renderer.render(scene, camera);
//controls.update();
camera.lookAt(scene.position);
ctha += .016;
r = 300;
camera.position.x = Math.sin(ctha) * r;
camera.position.z = Math.cos(ctha) * r;
camera.position.y = Math.sin(ctha) * r;
}
function onWindowResize() {
}
</script>
</body>
</html>