<!doctype html>
<html lang="en">
<head>
<title>Sprite Particles (Three.js)</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel=stylesheet href="css/base.css"/>
</head>
<body>
<script src="js/Three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/THREEx.KeyboardState.js"></script>
<script src="js/THREEx.FullScreen.js"></script>
<script src="js/THREEx.WindowResize.js"></script>
<!-- jQuery code to display an information button and box when clicked. -->
<script src="js/jquery-1.9.1.js"></script>
<script src="js/jquery-ui.js"></script>
<link rel=stylesheet href="css/jquery-ui.css" />
<link rel=stylesheet href="css/info.css"/>
<script src="js/info.js"></script>
<div id="infoButton"></div>
<div id="infoBox" title="Demo Information">
This three.js demo is part of a collection at
<a href="http://stemkoski.github.io/Three.js/">http://stemkoski.github.io/Three.js/</a>
</div>
<!-- ------------------------------------------------------------ -->
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
<script>
/*
Three.js "tutorials by example"
Author: Lee Stemkoski
Date: July 2013 (three.js v59dev)
*/
// MAIN
// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// custom global variables
var cube;
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0,150,400);
camera.lookAt(scene.position);
// RENDERER
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// EVENTS
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
scene.add(light);
// FLOOR
var floorTexture = new THREE.ImageUtils.loadTexture( 'images/checkerboard.jpg' );
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set( 10, 10 );
var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -0.5;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
// SKYBOX/FOG
var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );
var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
scene.add(skyBox);
// skybox works better for alpha blending with images.
////////////
// CUSTOM //
////////////
var particleTexture = THREE.ImageUtils.loadTexture( 'images/spark.png' );
particleGroup = new THREE.Object3D();
particleAttributes = { startSize: [], startPosition: [], randomness: [] };
var totalParticles = 200;
var radiusRange = 50;
for( var i = 0; i < totalParticles; i++ )
{
var spriteMaterial = new THREE.SpriteMaterial( { map: particleTexture, useScreenCoordinates: false, color: 0xffffff } );
var sprite = new THREE.Sprite( spriteMaterial );
sprite.scale.set( 32, 32, 1.0 ); // imageWidth, imageHeight
sprite.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
// for a cube:
// sprite.position.multiplyScalar( radiusRange );
// for a solid sphere:
// sprite.position.setLength( radiusRange * Math.random() );
// for a spherical shell:
sprite.position.setLength( radiusRange * (Math.random() * 0.1 + 0.9) );
// sprite.color.setRGB( Math.random(), Math.random(), Math.random() );
sprite.material.color.setHSL( Math.random(), 0.9, 0.7 );
// sprite.opacity = 0.80; // translucent particles
sprite.material.blending = THREE.AdditiveBlending; // "glowing" particles
particleGroup.add( sprite );
// add variable qualities to arrays, if they need to be accessed later
particleAttributes.startPosition.push( sprite.position.clone() );
particleAttributes.randomness.push( Math.random() );
}
particleGroup.position.y = 50;
scene.add( particleGroup );
}
var particleGroup, particleAttributes;
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
function update()
{
var time = 4 * clock.getElapsedTime();
for ( var c = 0; c < particleGroup.children.length; c ++ )
{
var sprite = particleGroup.children[ c ];
// particle wiggle
// var wiggleScale = 2;
// sprite.position.x += wiggleScale * (Math.random() - 0.5);
// sprite.position.y += wiggleScale * (Math.random() - 0.5);
// sprite.position.z += wiggleScale * (Math.random() - 0.5);
// pulse away/towards center
// individual rates of movement
var a = particleAttributes.randomness[c] + 1;
var pulseFactor = Math.sin(a * time) * 0.1 + 0.9;
sprite.position.x = particleAttributes.startPosition[c].x * pulseFactor;
sprite.position.y = particleAttributes.startPosition[c].y * pulseFactor;
sprite.position.z = particleAttributes.startPosition[c].z * pulseFactor;
}
// rotate the entire group
// particleGroup.rotation.x = time * 0.5;
particleGroup.rotation.y = time * 0.75;
// particleGroup.rotation.z = time * 1.0;
if ( keyboard.pressed("z") )
{
// do something cool
}
controls.update();
stats.update();
}
function render()
{
renderer.render( scene, camera );
}
</script>
</body>
</html>