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技術的なことの置き場
    2016年2月8日

    soy 未分類 0 Comments

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    var group;
    var container, controls, stats;
    var particlesData = [];
    var camera, scene, renderer;
    var positions, colors;
    var particles;
    var pointCloud;
    var particlePositions;
    var linesMesh;
     
    var maxParticleCount = 1000;
    var particleCount = 500;
    var r = 800;
    var rHalf = r / 2;
     
    var effectController = {
    showDots: true,
    showLines: true,
    minDistance: 150,
    limitConnections: false,
    maxConnections: 20,
    particleCount: 500
    };
     
    init();
    animate();
     
    function initGUI() {
     
    var gui = new dat.GUI();
     
    gui.add( effectController, "showDots" ).onChange( function( value ) { pointCloud.visible = value; } );
    gui.add( effectController, "showLines" ).onChange( function( value ) { linesMesh.visible = value; } );
    gui.add( effectController, "minDistance", 10, 300 );
    gui.add( effectController, "limitConnections" );
    gui.add( effectController, "maxConnections", 0, 30, 1 );
    gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function( value ) {
     
    particleCount = parseInt( value );
    particles.setDrawRange( 0, particleCount );
     
    });
     
    }
     
    function init() {
     
    initGUI();
     
    container = document.getElementById( 'container' );
     
    //
     
    camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
    camera.position.z = 1750;
     
    controls = new THREE.OrbitControls( camera, container );
     
    scene = new THREE.Scene();
     
     
    group = new THREE.Group();
    scene.add( group );
     
    var helper = new THREE.BoxHelper( new THREE.Mesh( new THREE.BoxGeometry( r, r, r ) ) );
    helper.material.color.setHex( 0x080808 );
    helper.material.blending = THREE.AdditiveBlending;
    helper.material.transparent = true;
    group.add( helper );
     
    var segments = maxParticleCount * maxParticleCount;
     
    positions = new Float32Array( segments * 3 );
    colors = new Float32Array( segments * 3 );
     
    var pMaterial = new THREE.PointsMaterial( {
    color: 0xFFFFFF,
    size: 3,
    blending: THREE.AdditiveBlending,
    transparent: true,
    sizeAttenuation: false
    } );
     
    particles = new THREE.BufferGeometry();
    particlePositions = new Float32Array( maxParticleCount * 3 );
     
    for ( var i = 0; i < maxParticleCount; i++ ) {
     
    var x = Math.random() * r - r / 2;
    var y = Math.random() * r - r / 2;
    var z = Math.random() * r - r / 2;
     
    particlePositions[ i * 3     ] = x;
    particlePositions[ i * 3 + 1 ] = y;
    particlePositions[ i * 3 + 2 ] = z;
     
    // add it to the geometry
    particlesData.push( {
    velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2,  -1 + Math.random() * 2 ),
    numConnections: 0
    } );
     
    }
     
    particles.setDrawRange( 0, particleCount );
    particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ).setDynamic( true ) );
     
    // create the particle system
    pointCloud = new THREE.Points( particles, pMaterial );
    group.add( pointCloud );
     
    var geometry = new THREE.BufferGeometry();
     
    geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).setDynamic( true ) );
    geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).setDynamic( true ) );
     
    geometry.computeBoundingSphere();
     
    geometry.setDrawRange( 0, 0 );
     
    var material = new THREE.LineBasicMaterial( {
    vertexColors: THREE.VertexColors,
    blending: THREE.AdditiveBlending,
    transparent: true
    } );
     
    linesMesh = new THREE.LineSegments( geometry, material );
    group.add( linesMesh );
     
    //
     
    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( window.innerWidth, window.innerHeight );
     
    renderer.gammaInput = true;
    renderer.gammaOutput = true;
     
    container.appendChild( renderer.domElement );
     
    //
     
    stats = new Stats();
    stats.domElement.style.position = 'absolute';
    stats.domElement.style.top = '0px';
    container.appendChild( stats.domElement );
     
    window.addEventListener( 'resize', onWindowResize, false );
     
    }
     
    function onWindowResize() {
     
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
     
    renderer.setSize( window.innerWidth, window.innerHeight );
     
    }
     
    function animate() {
     
    var vertexpos = 0;
    var colorpos = 0;
    var numConnected = 0;
     
    for ( var i = 0; i < particleCount; i++ )
    particlesData[ i ].numConnections = 0;
     
    for ( var i = 0; i < particleCount; i++ ) {
     
    // get the particle
    var particleData = particlesData[i];
     
    particlePositions[ i * 3     ] += particleData.velocity.x;
    particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
    particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
     
    if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
    particleData.velocity.y = -particleData.velocity.y;
     
    if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
    particleData.velocity.x = -particleData.velocity.x;
     
    if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
    particleData.velocity.z = -particleData.velocity.z;
     
    if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
    continue;
     
    // Check collision
    for ( var j = i + 1; j < particleCount; j++ ) {
     
    var particleDataB = particlesData[ j ];
    if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
    continue;
     
    var dx = particlePositions[ i * 3     ] - particlePositions[ j * 3     ];
    var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
    var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
    var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
     
    if ( dist < effectController.minDistance ) {
     
    particleData.numConnections++;
    particleDataB.numConnections++;
     
    var alpha = 1.0 - dist / effectController.minDistance;
     
    positions[ vertexpos++ ] = particlePositions[ i * 3     ];
    positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
    positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
     
    positions[ vertexpos++ ] = particlePositions[ j * 3     ];
    positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
    positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
     
    colors[ colorpos++ ] = alpha;
    colors[ colorpos++ ] = alpha;
    colors[ colorpos++ ] = alpha;
     
    colors[ colorpos++ ] = alpha;
    colors[ colorpos++ ] = alpha;
    colors[ colorpos++ ] = alpha;
     
    numConnected++;
    }
    }
    }
     
     
    linesMesh.geometry.setDrawRange( 0, numConnected * 2 );
    linesMesh.geometry.attributes.position.needsUpdate = true;
    linesMesh.geometry.attributes.color.needsUpdate = true;
     
    pointCloud.geometry.attributes.position.needsUpdate = true;
     
    requestAnimationFrame( animate );
     
    stats.update();
    render();
     
    }
     
    function render() {
     
    var time = Date.now() * 0.001;
     
    group.rotation.y = time * 0.1;
    renderer.render( scene, camera );
     
    }

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