You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/examples/webgl_instancing_dynamic.html

227 lines
5.5 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - instancing - dynamic</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - instancing - dynamic<br/>
Based on <a href="https://web.archive.org/web/20210101053442/http://oos.moxiecode.com/js_webgl/cubescape/" target="_blank" rel="noopener">Cubescape</a>
by <a href="https://github.com/oosmoxiecode" target="_blank" rel="noopener">oosmoxiecode</a>
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { Timer } from 'three/addons/misc/Timer.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import TWEEN from 'three/addons/libs/tween.module.js';
let camera, scene, renderer, timer, mesh;
const amount = 100;
const count = Math.pow( amount, 2 );
const dummy = new THREE.Object3D();
const seeds = [];
const baseColors = [];
const color = new THREE.Color();
const colors = [ new THREE.Color( 0x00ffff ), new THREE.Color( 0xffff00 ), new THREE.Color( 0xff00ff ) ];
const animation = { t: 0 };
let currentColorIndex = 0;
let nextColorIndex = 1;
const maxDistance = 75;
const cameraTarget = new THREE.Vector3();
init();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.NeutralToneMapping;
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 10, 10, 10 );
camera.lookAt( 0, 0, 0 );
const pmremGenerator = new THREE.PMREMGenerator( renderer );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xadd8e6 );
scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
timer = new Timer();
timer.connect( document );
const loader = new THREE.TextureLoader();
const texture = loader.load( 'textures/edge3.jpg' );
texture.colorSpace = THREE.SRGBColorSpace;
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardMaterial( { map: texture } );
mesh = new THREE.InstancedMesh( geometry, material, count );
mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
scene.add( mesh );
let i = 0;
const offset = ( amount - 1 ) / 2;
for ( let x = 0; x < amount; x ++ ) {
for ( let z = 0; z < amount; z ++ ) {
dummy.position.set( offset - x, 0, offset - z );
dummy.scale.set( 1, 2, 1 );
dummy.updateMatrix();
color.setHSL( 1, 0.5 + ( Math.random() * 0.5 ), 0.5 + ( Math.random() * 0.5 ) );
baseColors.push( color.getHex() );
mesh.setMatrixAt( i, dummy.matrix );
mesh.setColorAt( i, color.multiply( colors[ 0 ] ) );
i ++;
seeds.push( Math.random() );
}
}
//
window.addEventListener( 'resize', onWindowResize );
setInterval( startTween, 3000 );
}
function startTween() {
// tween for animating color transition
new TWEEN.Tween( animation )
.to( {
t: 1
}, 2000 )
.easing( TWEEN.Easing.Sinusoidal.In )
.onComplete( () => {
animation.t = 0;
currentColorIndex = nextColorIndex;
nextColorIndex ++;
if ( nextColorIndex >= colors.length ) nextColorIndex = 0;
} )
.start();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
timer.update();
const time = timer.getElapsed();
TWEEN.update();
// animate camera
camera.position.x = Math.sin( time / 4 ) * 10;
camera.position.z = Math.cos( time / 4 ) * 10;
camera.position.y = 8 + Math.cos( time / 2 ) * 2;
cameraTarget.x = Math.sin( time / 4 ) * - 8;
cameraTarget.z = Math.cos( time / 2 ) * - 8;
camera.lookAt( cameraTarget );
camera.up.x = Math.sin( time / 400 );
// animate instance positions and colors
for ( let i = 0; i < mesh.count; i ++ ) {
mesh.getMatrixAt( i, dummy.matrix );
dummy.matrix.decompose( dummy.position, dummy.quaternion, dummy.scale );
dummy.position.y = Math.abs( Math.sin( ( time + seeds[ i ] ) * 2 + seeds[ i ] ) );
dummy.updateMatrix();
mesh.setMatrixAt( i, dummy.matrix );
// colors
if ( animation.t > 0 ) {
const currentColor = colors[ currentColorIndex ];
const nextColor = colors[ nextColorIndex ];
const f = dummy.position.length() / maxDistance;
if ( f <= animation.t ) {
color.set( baseColors[ i ] ).multiply( nextColor );
} else {
color.set( baseColors[ i ] ).multiply( currentColor );
}
mesh.setColorAt( i, color );
}
}
mesh.instanceMatrix.needsUpdate = true;
if ( animation.t > 0 ) mesh.instanceColor.needsUpdate = true;
mesh.computeBoundingSphere();
renderer.render( scene, camera );
}
</script>
</body>
</html>