提交 9d27fb9d 编写于 作者: F Fernando Serrano

Buffergeometry drawcalls example syntax format

上级 406c33e5
......@@ -42,6 +42,7 @@
<script src="js/libs/stats.min.js"></script>
<script>
var group;
var container, stats;
var particlesData = [];
......@@ -49,14 +50,12 @@
var positions,colors;
var pointCloud;
var particlePositions;
var linesMesh;
var maxParticleCount = 1000;
var particleCount = 500;
var r = 800;
var rHalf = r/2;
var linesMesh;
var rHalf = r / 2;
var effectController = {
showDots: true,
......@@ -87,6 +86,7 @@
}
function init() {
initGUI();
container = document.getElementById( 'container' );
......@@ -122,19 +122,19 @@
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+1] = y;
particlePositions[i*3+2] = z;
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),
velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
numConnections: 0
});
......@@ -215,59 +215,56 @@
var colorpos=0;
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];
particlePositions[i*3]+=particleData.velocity.x;
particlePositions[i*3+1]+=particleData.velocity.y;
particlePositions[i*3+2]+=particleData.velocity.z;
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.maxConnections
if (effectController.limitConnections && particleData.numConnections >= effectController.maxConnections)
if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
continue;
// Check collision
for (var j = i+1; j < particleCount; j++) {
for ( var j = i + 1; j < particleCount; j++ ) {
var particleDataB = particlesData[j];
if (effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections)
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);
//var dist = particle.distanceTo(particleB);
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;
......@@ -284,7 +281,7 @@
}
linesMesh.geometry.drawcalls[0].count = numConnected*2;
linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
linesMesh.geometry.attributes.position.needsUpdate = true;
linesMesh.geometry.attributes.color.needsUpdate = true;
......@@ -301,7 +298,7 @@
var time = Date.now() * 0.001;
group.rotation.y = time*0.1;
group.rotation.y = time * 0.1;
renderer.render( scene, camera );
}
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册