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wip
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parent
9ceedcdade
commit
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@ -4,8 +4,8 @@
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<StandardMaterial id="material" :transparent="true" :opacity="0.9" :metalness="0.8" :roughness="0.5"></StandardMaterial>
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<StandardMaterial id="material" :transparent="true" :opacity="0.9" :metalness="0.8" :roughness="0.5"></StandardMaterial>
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<Scene id="scene1" background="#000000">
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<Scene id="scene1" background="#000000">
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<AmbientLight color="#808080"></AmbientLight>
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<AmbientLight color="#808080"></AmbientLight>
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<PointLight ref="light" color="#ff6000"></PointLight>
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<PointLight color="#ff6000"></PointLight>
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<PointLight ref="light" color="#0060ff" :intensity="0.5" :position="{ z: 200 }"></PointLight>
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<PointLight ref="light" color="#0060ff" :intensity="0.5"></PointLight>
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<InstancedMesh ref="imesh" material="material" :count="NUM_INSTANCES">
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<InstancedMesh ref="imesh" material="material" :count="NUM_INSTANCES">
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<BoxGeometry :width="2" :height="2" :depth="10"></BoxGeometry>
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<BoxGeometry :width="2" :height="2" :depth="10"></BoxGeometry>
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</InstancedMesh>
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</InstancedMesh>
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@ -38,10 +38,11 @@ export default {
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EffectComposer, RenderPass, UnrealBloomPass,
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EffectComposer, RenderPass, UnrealBloomPass,
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},
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},
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setup() {
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setup() {
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const NUM_INSTANCES = 2500;
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const NUM_INSTANCES = 2000;
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const instances = [];
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const instances = [];
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const target = new Vector3();
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const target = new Vector3();
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const dummy = new Object3D();
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const dummyO = new Object3D();
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const dummyV = new Vector3();
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for (let i = 0; i < NUM_INSTANCES; i++) {
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for (let i = 0; i < NUM_INSTANCES; i++) {
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instances.push({
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instances.push({
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@ -58,7 +59,8 @@ export default {
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NUM_INSTANCES,
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NUM_INSTANCES,
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instances,
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instances,
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target,
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target,
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dummy,
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dummyO,
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dummyV,
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};
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};
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},
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},
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mounted() {
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mounted() {
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@ -71,11 +73,11 @@ export default {
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init() {
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init() {
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// init instanced mesh matrix
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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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for (let i = 0; i < this.NUM_INSTANCES; i++) {
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const { position, scale } = this.instances[i];
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const { position, scale, scaleZ } = this.instances[i];
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this.dummy.position.copy(position);
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this.dummyO.position.copy(position);
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this.dummy.scale.set(scale, scale, scale);
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this.dummyO.scale.set(scale, scale, scaleZ);
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this.dummy.updateMatrix();
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this.dummyO.updateMatrix();
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this.imesh.setMatrixAt(i, this.dummy.matrix);
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this.imesh.setMatrixAt(i, this.dummyO.matrix);
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}
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}
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this.imesh.instanceMatrix.needsUpdate = true;
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this.imesh.instanceMatrix.needsUpdate = true;
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@ -86,19 +88,18 @@ export default {
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this.target.copy(this.renderer.three.mouseV3);
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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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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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for (let i = 0; i < this.NUM_INSTANCES; i++) {
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const { position, scale, scaleZ, velocity, attraction, vlimit } = this.instances[i];
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const { position, scale, scaleZ, velocity, attraction, vlimit } = this.instances[i];
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v.copy(this.target).sub(position).normalize().multiplyScalar(attraction);
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this.dummyV.copy(this.target).sub(position).normalize().multiplyScalar(attraction);
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velocity.add(v).clampScalar(-vlimit, vlimit);
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velocity.add(this.dummyV).clampScalar(-vlimit, vlimit);
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position.add(velocity);
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position.add(velocity);
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this.dummy.position.copy(position);
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this.dummyO.position.copy(position);
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this.dummy.scale.set(scale, scale, scaleZ);
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this.dummyO.scale.set(scale, scale, scaleZ);
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this.dummy.lookAt(v.copy(position).add(velocity));
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this.dummyO.lookAt(this.dummyV.copy(position).add(velocity));
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this.dummy.updateMatrix();
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this.dummyO.updateMatrix();
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this.imesh.setMatrixAt(i, this.dummy.matrix);
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this.imesh.setMatrixAt(i, this.dummyO.matrix);
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}
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}
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this.imesh.instanceMatrix.needsUpdate = true;
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this.imesh.instanceMatrix.needsUpdate = true;
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},
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},
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