提交 7cb55b7e 编写于 作者: F Fernando Serrano

spaces identation to tabs

上级 9d27fb9d
......@@ -45,7 +45,7 @@
var group;
var container, stats;
var particlesData = [];
var particlesData = [];
var camera, scene, renderer;
var positions,colors;
var pointCloud;
......@@ -53,7 +53,7 @@
var linesMesh;
var maxParticleCount = 1000;
var particleCount = 500;
var particleCount = 500;
var r = 800;
var rHalf = r / 2;
......@@ -73,14 +73,16 @@
var gui = new dat.GUI();
gui.add( effectController, "showDots" ).onChange( function(value) {pointCloud.visible = value;} );
gui.add( effectController, "showLines" ).onChange( function(value) {linesMesh.visible = value; } );
gui.add( effectController, "showDots" ).onChange( function( value ) { pointCloud.visible = value; } );
gui.add( effectController, "showLines" ).onChange( function( value ) { linesMesh.visible = value; } );
gui.add( effectController, "minDistance", 10, 300 );
gui.add( effectController, "limitConnections" );
gui.add( effectController, "maxConnections", 0, 30,1 );
gui.add( effectController, "particleCount", 0, maxParticleCount,1 ).onChange(function(value) {
particleCount = parseInt(value);
particles.drawcalls[0].count = particleCount;
gui.add( effectController, "maxConnections", 0, 30, 1 );
gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function( value ) {
particleCount = parseInt( value );
particles.drawcalls[ 0 ].count = particleCount;
});
}
......@@ -101,84 +103,80 @@
controls.addEventListener( 'change', render );
scene = new THREE.Scene();
geometry = new THREE.BufferGeometry();
var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });
var segments = maxParticleCount * maxParticleCount;
var segments = maxParticleCount * maxParticleCount;
positions = new Float32Array( segments * 3 );
colors = new Float32Array( segments * 3 );
var pMaterial = new THREE.PointCloudMaterial({
color: 0xFFFFFF,
size: 3,
blending: THREE.AdditiveBlending,
transparent: true,
sizeAttenuation: false
});
var pMaterial = new THREE.PointCloudMaterial({
color: 0xFFFFFF,
size: 3,
blending: THREE.AdditiveBlending,
transparent: true,
sizeAttenuation: false
});
//particles = new THREE.Geometry();
particles = new THREE.BufferGeometry();
particlePositions = new Float32Array( maxParticleCount * 3 );
for ( var i = 0; i < maxParticleCount; i++ ) {
for ( var i = 0; i < maxParticleCount; i++ ) {
var x = Math.random() * r - r / 2;
var y = Math.random() * r - r / 2;
var z = Math.random() * r - r / 2;
particlePositions[ i * 3 ] = x;
particlePositions[ i * 3 ] = x;
particlePositions[ i * 3 + 1 ] = y;
particlePositions[ i * 3 + 2 ] = z;
// add it to the geometry
particlesData.push({
velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
numConnections: 0
});
// add it to the geometry
particlesData.push({
velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
numConnections: 0
});
}
}
particles.drawcalls.push( {
start: 0,
count: particleCount,
index: 0
} );
particles.drawcalls.push( {
start: 0,
count: particleCount,
index: 0
} );
particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ) );
// create the particle system
pointCloud = new THREE.PointCloud(
particles,
pMaterial);
pointCloud = new THREE.PointCloud( particles, pMaterial );
group = new THREE.Object3D();
group = new THREE.Object3D();
// add it to the scene
group.add(pointCloud);
// add it to the scene
group.add( pointCloud );
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
geometry.computeBoundingSphere();
geometry.drawcalls.push( {
start: 0,
count: 0,
index: 0
} );
geometry.drawcalls.push( {
start: 0,
count: 0,
index: 0
} );
linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
group.add( linesMesh );
scene.add(group);
scene.add( group );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio )
renderer.setPixelRatio( window.devicePixelRatio )
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaInput = true;
......@@ -206,86 +204,82 @@
}
//
var numConnected;
function animate() {
var vertexpos=0;
var colorpos=0;
numConnected = 0;
var vertexpos = 0;
var colorpos = 0;
var numConnected = 0;
for ( var i = 0; i < particleCount; i++ )
particlesData[ i ].numConnections = 0;
for ( var i = 0; i < particleCount; i++ )
particlesData[ i ].numConnections = 0;
for ( var i = 0; i < particleCount; i++ ) {
for ( var i = 0; i < particleCount; i++ ) {
// get the particle
var particleData = particlesData[i];
// get the particle
var particleData = particlesData[i];
particlePositions[ i * 3 ] += particleData.velocity.x;
particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
particleData.velocity.y = -particleData.velocity.y;
if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
particleData.velocity.y = -particleData.velocity.y;
if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
particleData.velocity.x = -particleData.velocity.x;
if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
particleData.velocity.x = -particleData.velocity.x;
if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
particleData.velocity.z = -particleData.velocity.z;
if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
particleData.velocity.z = -particleData.velocity.z;
if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
continue;
if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
continue;
// Check collision
for ( var j = i + 1; j < particleCount; j++ ) {
// Check collision
for ( var j = i + 1; j < particleCount; j++ ) {
var particleDataB = particlesData[ j ];
if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
continue;
var particleDataB = particlesData[ j ];
if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
continue;
var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
if ( dist < effectController.minDistance ) {
if ( dist < effectController.minDistance ) {
particleData.numConnections++;
particleDataB.numConnections++;
var alpha = 1.0 - dist / effectController.minDistance + 0.2;
var alpha = 1.0 - dist / effectController.minDistance + 0.2;
positions[ vertexpos++ ] = particlePositions[ i * 3 ];
positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
positions[ vertexpos++ ] = particlePositions[ i * 3 ];
positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
positions[ vertexpos++ ] = particlePositions[ j * 3 ];
positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
positions[ vertexpos++ ] = particlePositions[ j * 3 ];
positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
colors[ colorpos++ ] = alpha;
numConnected++;
}
}
}
numConnected++;
}
}
}
linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
linesMesh.geometry.attributes.position.needsUpdate = true;
linesMesh.geometry.attributes.color.needsUpdate = true;
linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
linesMesh.geometry.attributes.position.needsUpdate = true;
linesMesh.geometry.attributes.color.needsUpdate = true;
pointCloud.geometry.attributes.position.needsUpdate = true;
pointCloud.geometry.attributes.position.needsUpdate = true;
requestAnimationFrame( animate );
......@@ -304,6 +298,5 @@
}
</script>
</body>
</html>
</html>
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