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iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_points_dynamic.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - particles - dynamic - postprocessing</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a {
color: #046;
font-weight: bold;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl dynamic particles + postprocessing
- models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1" target="_blank" rel="noopener">Reallusion</a>
<a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255" target="_blank" rel="noopener">iClone</a>,
</div>
<script src="../build/three.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FilmShader.js"></script>
<script src="js/shaders/FocusShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/FilmPass.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, scene, renderer, mesh;
var parent, meshes = [], clonemeshes = [];
var composer, effectFocus;
var clock = new THREE.Clock();
var stats;
init();
animate();
function init() {
var container = document.querySelector( '#container' );
camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 50000 );
camera.position.set( 0, 700, 7000 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000104 );
scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
camera.lookAt( scene.position );
var loader = new THREE.OBJLoader();
loader.load( 'models/obj/male02/male02.obj', function ( object ) {
var positions = combineBuffer( object, 'position' );
createMesh( positions, scene, 4.05, - 500, - 350, 600, 0xff7744 );
createMesh( positions, scene, 4.05, 500, - 350, 0, 0xff5522 );
createMesh( positions, scene, 4.05, - 250, - 350, 1500, 0xff9922 );
createMesh( positions, scene, 4.05, - 250, - 350, - 1500, 0xff99ff );
} );
loader.load( 'models/obj/female02/female02.obj', function ( object ) {
var positions = combineBuffer( object, 'position' );
createMesh( positions, scene, 4.05, - 1000, - 350, 0, 0xffdd44 );
createMesh( positions, scene, 4.05, 0, - 350, 0, 0xffffff );
createMesh( positions, scene, 4.05, 1000, - 350, 400, 0xff4422 );
createMesh( positions, scene, 4.05, 250, - 350, 1500, 0xff9955 );
createMesh( positions, scene, 4.05, 250, - 350, 2500, 0xff77dd );
} );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
parent = new THREE.Object3D();
scene.add( parent );
var grid = new THREE.Points( new THREE.PlaneBufferGeometry( 15000, 15000, 64, 64 ), new THREE.PointsMaterial( { color: 0xff0000, size: 10 } ) );
grid.position.y = - 400;
grid.rotation.x = - Math.PI / 2;
parent.add( grid );
// postprocessing
var renderModel = new THREE.RenderPass( scene, camera );
var effectBloom = new THREE.BloomPass( 0.75 );
var effectFilm = new THREE.FilmPass( 0.5, 0.5, 1448, false );
effectFocus = new THREE.ShaderPass( THREE.FocusShader );
effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
composer = new THREE.EffectComposer( renderer );
composer.addPass( renderModel );
composer.addPass( effectBloom );
composer.addPass( effectFilm );
composer.addPass( effectFocus );
//stats
stats = new Stats();
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
camera.lookAt( scene.position );
composer.reset();
effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
}
function combineBuffer( model, bufferName ) {
let count = 0;
model.traverse( function ( child ) {
if ( child.isMesh ) {
var buffer = child.geometry.attributes[ bufferName ];
count += buffer.array.length;
}
} );
var combined = new Float32Array( count );
let offset = 0;
model.traverse( function ( child ) {
if ( child.isMesh ) {
var buffer = child.geometry.attributes[ bufferName ];
combined.set( buffer.array, offset );
offset += buffer.array.length;
}
} );
return new THREE.BufferAttribute( combined, 3 );
}
function createMesh( positions, scene, scale, x, y, z, color ) {
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', positions.clone() );
geometry.addAttribute( 'initialPosition', positions.clone() );
geometry.attributes.position.setDynamic( true );
var clones = [
[ 6000, 0, - 4000 ],
[ 5000, 0, 0 ],
[ 1000, 0, 5000 ],
[ 1000, 0, - 5000 ],
[ 4000, 0, 2000 ],
[ - 4000, 0, 1000 ],
[ - 5000, 0, - 5000 ],
[ 0, 0, 0 ]
];
for ( var i = 0; i < clones.length; i ++ ) {
var c = ( i < clones.length - 1 ) ? 0x252525 : color;
mesh = new THREE.Points( geometry, new THREE.PointsMaterial( { size: 30, color: c } ) );
mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
mesh.position.x = x + clones[ i ][ 0 ];
mesh.position.y = y + clones[ i ][ 1 ];
mesh.position.z = z + clones[ i ][ 2 ];
parent.add( mesh );
clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
}
meshes.push( {
mesh: mesh, verticesDown: 0, verticesUp: 0, direction: 0, speed: 15, delay: Math.floor( 200 + 200 * Math.random() ),
start: Math.floor( 100 + 200 * Math.random() ),
} );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var delta = 10 * clock.getDelta();
delta = delta < 2 ? delta : 2;
parent.rotation.y += - 0.02 * delta;
for ( var j = 0; j < clonemeshes.length; j ++ ) {
var cm = clonemeshes[ j ];
cm.mesh.rotation.y += - 0.1 * delta * cm.speed;
}
for ( var j = 0; j < meshes.length; j ++ ) {
var data = meshes[ j ];
var positions = data.mesh.geometry.attributes.position;
var initialPositions = data.mesh.geometry.attributes.initialPosition;
var count = positions.count;
if ( data.start > 0 ) {
data.start -= 1;
} else {
if ( data.direction === 0 ) {
data.direction = - 1;
}
}
for ( var i = 0; i < count; i ++ ) {
var px = positions.getX( i );
var py = positions.getY( i );
var pz = positions.getZ( i );
// falling down
if ( data.direction < 0 ) {
if ( py > 0 ) {
positions.setXYZ(
i,
px + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta,
py + 3.0 * ( 0.25 - Math.random() ) * data.speed * delta,
pz + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta
);
} else {
data.verticesDown += 1;
}
}
// rising up
if ( data.direction > 0 ) {
var ix = initialPositions.getX( i );
var iy = initialPositions.getY( i );
var iz = initialPositions.getZ( i );
var dx = Math.abs( px - ix );
var dy = Math.abs( py - iy );
var dz = Math.abs( pz - iz );
var d = dx + dy + dx;
if ( d > 1 ) {
positions.setXYZ(
i,
px - ( px - ix ) / dx * data.speed * delta * ( 0.85 - Math.random() ),
py - ( py - iy ) / dy * data.speed * delta * ( 1 + Math.random() ),
pz - ( pz - iz ) / dz * data.speed * delta * ( 0.85 - Math.random() )
);
} else {
data.verticesUp += 1;
}
}
}
// all vertices down
if ( data.verticesDown >= count ) {
if ( data.delay <= 0 ) {
data.direction = 1;
data.speed = 5;
data.verticesDown = 0;
data.delay = 320;
} else {
data.delay -= 1;
}
}
// all vertices up
if ( data.verticesUp >= count ) {
if ( data.delay <= 0 ) {
data.direction = - 1;
data.speed = 15;
data.verticesUp = 0;
data.delay = 120;
} else {
data.delay -= 1;
}
}
positions.needsUpdate = true;
}
composer.render( 0.01 );
}
</script>
</body>
</html>