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<template>
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<Renderer
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ref="renderer"
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:orbit-ctrl="{ enableDamping: true, dampingFactor: 0.05 }"
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mouse-move="body"
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:mouse-raycast="true"
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@click="updateColors"
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>
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<Camera :fov="50" :position="{ z: 200 }"></Camera>
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<SubSurfaceMaterial id="material" thicknessColor="#808080" :vertex-colors="true"></SubSurfaceMaterial>
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<Scene id="scene1" background="#000000">
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<!-- <AmbientLight color="#111111"></AmbientLight> -->
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<!-- <PointLight color="#ff0000" :intensity="0.25" :position="{ z: -200 }"></PointLight> -->
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<PointLight ref="light" color="#FFC0C0" :intensity="1"></PointLight>
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<InstancedMesh ref="imesh" material-id="material" :count="NUM_INSTANCES">
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<SphereGeometry :radius="5"></SphereGeometry>
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</InstancedMesh>
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</Scene>
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<EffectComposer>
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<RenderPass></RenderPass>
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<UnrealBloomPass :strength="0.75"></UnrealBloomPass>
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</EffectComposer>
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</Renderer>
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</template>
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<script>
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import chroma from 'chroma-js';
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import { Color, MathUtils, InstancedBufferAttribute, Object3D, Vector3 } from 'three';
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const {
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randFloat: rnd,
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randFloatSpread: rndFS,
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} = MathUtils;
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export default {
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setup() {
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const NUM_INSTANCES = 2000;
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const instances = [];
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const target = new Vector3();
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const dummy = new Object3D();
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for (let i = 0; i < NUM_INSTANCES; i++) {
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instances.push({
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position: new Vector3(rndFS(200), rndFS(200), rndFS(200)),
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scale: rnd(0.2, 1),
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velocity: new Vector3(rndFS(2), rndFS(2), rndFS(2)),
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attraction: 0.02 + rnd(-0.01, 0.01),
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vlimit: 1 + rnd(-0.1, 0.1),
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});
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}
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return {
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NUM_INSTANCES,
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instances,
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target,
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dummy,
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};
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},
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mounted() {
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this.renderer = this.$refs.renderer;
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this.imesh = this.$refs.imesh.mesh;
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this.light = this.$refs.light.light;
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this.init();
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},
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methods: {
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init() {
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// init instanced mesh matrix
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for (let i = 0; i < this.NUM_INSTANCES; i++) {
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const { position, scale } = this.instances[i];
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this.dummy.position.copy(position);
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this.dummy.scale.set(scale, scale, scale);
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this.dummy.updateMatrix();
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this.imesh.setMatrixAt(i, this.dummy.matrix);
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}
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this.imesh.instanceMatrix.needsUpdate = true;
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// init instances colors
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this.updateColors();
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// animate
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this.renderer.onBeforeRender(this.animate);
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},
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updateColors() {
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const cscale = chroma.scale([chroma.random(), chroma.random()]);
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const colors = [];
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for (let i = 0; i < this.NUM_INSTANCES; i++) {
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// const color = new Color(rnd(0, 0xffffff));
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const color = new Color(cscale(rnd(0, 1)).hex());
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colors.push(color.r, color.g, color.b);
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}
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this.imesh.geometry.setAttribute('color', new InstancedBufferAttribute(new Float32Array(colors), 3));
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},
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animate() {
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this.target.copy(this.renderer.three.mouseV3);
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this.light.position.copy(this.target);
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const v = new Vector3();
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for (let i = 0; i < this.NUM_INSTANCES; i++) {
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const { position, scale, velocity, attraction, vlimit } = this.instances[i];
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v.copy(this.target).sub(position).normalize().multiplyScalar(attraction);
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velocity.add(v).clampScalar(-vlimit, vlimit);
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position.add(velocity);
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this.dummy.position.copy(position);
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this.dummy.scale.set(scale, scale, scale);
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this.dummy.updateMatrix();
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this.imesh.setMatrixAt(i, this.dummy.matrix);
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}
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this.imesh.instanceMatrix.needsUpdate = true;
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},
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},
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};
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</script>
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