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mirror of https://github.com/troisjs/trois.git synced 2024-11-24 04:12:02 +08:00

move demos

This commit is contained in:
Kevin Levron 2020-09-19 12:42:06 +02:00
parent 0e21aeaf28
commit eb0568fa82
12 changed files with 137 additions and 28 deletions

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@ -8,21 +8,21 @@
</template> </template>
<script> <script>
import Test1 from './components/Test1.vue'; import Demo1 from './components/demos/Demo1.vue';
import Test2 from './components/Test2.vue'; import Demo2 from './components/demos/Demo2.vue';
import Test3 from './components/Test3.vue'; import Demo3 from './components/demos/Demo3.vue';
import Test4 from './components/Test4.vue'; import Demo4 from './components/demos/Demo4.vue';
import TestGLTF from './components/TestGLTF.vue'; import DemoGLTF from './components/demos/DemoGLTF.vue';
export default { export default {
name: 'App', name: 'App',
components: { components: {
Test1, Test2, Test3, Test4, TestGLTF, Demo1, Demo2, Demo3, Demo4, DemoGLTF,
}, },
data() { data() {
return { return {
tests: ['Test1', 'Test2', 'Test3', 'Test4', 'TestGLTF'], tests: ['Demo1', 'Demo2', 'Demo3', 'Demo4', 'DemoGLTF'],
test: 'Test1', test: 'Demo1',
}; };
}, },
}; };

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@ -1,14 +0,0 @@
<template>
<GLTFViewer src="test.glb" :camera-position="{ z: 1 }">
<AmbientLight></AmbientLight>
</GLTFViewer>
</template>
<script>
import { AmbientLight } from '../index.js';
import GLTFViewer from './viewers/GLTFViewer.vue';
export default {
components: { GLTFViewer, AmbientLight },
};
</script>

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@ -0,0 +1,114 @@
<template>
<Renderer
ref="renderer"
:orbit-ctrl="{ enableDamping: true, dampingFactor: 0.05 }"
mouse-move="body"
:mouse-raycast="true"
@click="updateColors"
>
<Camera :fov="50" :position="{ z: 200 }"></Camera>
<SubSurfaceMaterial id="material" thicknessColor="#808080" :vertex-colors="true"></SubSurfaceMaterial>
<Scene id="scene1" background="#000000">
<!-- <AmbientLight color="#111111"></AmbientLight> -->
<!-- <PointLight color="#ff0000" :intensity="0.25" :position="{ z: -200 }"></PointLight> -->
<PointLight ref="light" color="#FFC0C0" :intensity="1"></PointLight>
<InstancedMesh ref="imesh" material-id="material" :count="NUM_INSTANCES">
<SphereGeometry :radius="5"></SphereGeometry>
</InstancedMesh>
</Scene>
<EffectComposer>
<RenderPass></RenderPass>
<UnrealBloomPass :strength="0.75"></UnrealBloomPass>
</EffectComposer>
</Renderer>
</template>
<script>
import chroma from 'chroma-js';
import { Color, MathUtils, InstancedBufferAttribute, Object3D, Vector3 } from 'three';
const {
randFloat: rnd,
randFloatSpread: rndFS,
} = MathUtils;
export default {
setup() {
const NUM_INSTANCES = 2000;
const instances = [];
const target = new Vector3();
const dummy = new Object3D();
for (let i = 0; i < NUM_INSTANCES; i++) {
instances.push({
position: new Vector3(rndFS(200), rndFS(200), rndFS(200)),
scale: rnd(0.2, 1),
velocity: new Vector3(rndFS(2), rndFS(2), rndFS(2)),
attraction: 0.02 + rnd(-0.01, 0.01),
vlimit: 1 + rnd(-0.1, 0.1),
});
}
return {
NUM_INSTANCES,
instances,
target,
dummy,
};
},
mounted() {
this.renderer = this.$refs.renderer;
this.imesh = this.$refs.imesh.mesh;
this.light = this.$refs.light.light;
this.init();
},
methods: {
init() {
// init instanced mesh matrix
for (let i = 0; i < this.NUM_INSTANCES; i++) {
const { position, scale } = this.instances[i];
this.dummy.position.copy(position);
this.dummy.scale.set(scale, scale, scale);
this.dummy.updateMatrix();
this.imesh.setMatrixAt(i, this.dummy.matrix);
}
this.imesh.instanceMatrix.needsUpdate = true;
// init instances colors
this.updateColors();
// animate
this.renderer.onBeforeRender(this.animate);
},
updateColors() {
const cscale = chroma.scale([chroma.random(), chroma.random()]);
const colors = [];
for (let i = 0; i < this.NUM_INSTANCES; i++) {
// const color = new Color(rnd(0, 0xffffff));
const color = new Color(cscale(rnd(0, 1)).hex());
colors.push(color.r, color.g, color.b);
}
this.imesh.geometry.setAttribute('color', new InstancedBufferAttribute(new Float32Array(colors), 3));
},
animate() {
this.target.copy(this.renderer.three.mouseV3);
this.light.position.copy(this.target);
const v = new Vector3();
for (let i = 0; i < this.NUM_INSTANCES; i++) {
const { position, scale, velocity, attraction, vlimit } = this.instances[i];
v.copy(this.target).sub(position).normalize().multiplyScalar(attraction);
velocity.add(v).clampScalar(-vlimit, vlimit);
position.add(velocity);
this.dummy.position.copy(position);
this.dummy.scale.set(scale, scale, scale);
this.dummy.updateMatrix();
this.imesh.setMatrixAt(i, this.dummy.matrix);
}
this.imesh.instanceMatrix.needsUpdate = true;
},
},
};
</script>

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@ -0,0 +1,9 @@
<template>
<GLTFViewer src="test.glb" :camera-position="{ z: 1 }">
<AmbientLight></AmbientLight>
</GLTFViewer>
</template>
<script>
export default {};
</script>

1
src/components/index.js Normal file
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@ -0,0 +1 @@
export { default as GLTFViewer } from './viewers/GLTFViewer.vue';

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@ -9,11 +9,8 @@
<script> <script>
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { Renderer, Camera, Scene } from '../../index.js';
import { setFromProp } from '../../tools.js';
export default { export default {
components: { Renderer, Camera, Scene },
props: { props: {
src: String, src: String,
cameraPosition: Object, cameraPosition: Object,
@ -21,8 +18,6 @@ export default {
mounted() { mounted() {
this.renderer = this.$refs.renderer; this.renderer = this.$refs.renderer;
setFromProp(this.$refs.camera.position, this.cameraPosition);
const loader = new GLTFLoader(); const loader = new GLTFLoader();
loader.load(this.src, (gltf) => { loader.load(this.src, (gltf) => {
this.renderer.three.scene.add(gltf.scene); this.renderer.three.scene.add(gltf.scene);

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@ -5,4 +5,6 @@ export * from './materials/index.js';
export * from './meshes/index.js'; export * from './meshes/index.js';
export * from './effects/index.js'; export * from './effects/index.js';
export * from './components/index.js';
export * from './tools.js'; export * from './tools.js';

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@ -37,6 +37,8 @@ export const TroisJSVuePlugin = {
'EffectComposer', 'EffectComposer',
'RenderPass', 'RenderPass',
'UnrealBloomPass', 'UnrealBloomPass',
'GLTFViewer',
]; ];
comps.forEach(comp => { comps.forEach(comp => {