我正在尝试制作五彩纸屑爆炸,我在预测五彩纸屑方面存在问题。我的想法是向各个方向向外快速爆炸(1秒),然后五彩纸屑漂浮在地面上。我确信我的数学是错的,因为我没有让它扩展。
我已经使用了三个.js代码并制作了一些mod:
http://givememypatientinfo.com/ParticleBlocksConfetti.html
欢迎任何建议。我是three.js的菜鸟......但是喜欢图书馆!
代码:
var container, stats;
var camera, controls, scene, projector, renderer;
var objects = [], plane;
var vel = 1;
var vel2 = 0.01;
var accel = .3;
var accel2 = -.9;
var force = 1;
var frame = 0;
var mouse = new THREE.Vector2(),
offset = new THREE.Vector3(),
INTERSECTED, SELECTED;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
/*//controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;*/
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x505050 ) );
var light = new THREE.SpotLight( 0xffffff, 1.5 );
light.position.set( 0, 500, 2000 );
light.castShadow = true;
light.shadowCameraNear = 200;
light.shadowCameraFar = camera.far;
light.shadowCameraFov = 50;
light.shadowBias = -0.00022;
light.shadowDarkness = 0.5;
light.shadowMapWidth = 2048;
light.shadowMapHeight = 2048;
scene.add( light );
var geometry = new THREE.CubeGeometry( 40, 40, 40 );
//make confetti for particle system
for ( var i = 0; i < 100; i ++ ) {
var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
//object.material.ambient = object.material.color;
/*object.position.x = Math.random() * 500 - 100;
object.position.y = Math.random() * 500 - 100;
object.position.z = 300;*/
object.position.x = Math.random() * 100 - 100;
object.position.y = Math.random() * 100 - 100;
object.position.z = 300;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.x = .1;
object.scale.y = Math.random() * .8 + .1;
object.scale.z = Math.random() * .5 + .1;
object.castShadow = false;
object.receiveShadow = true;
scene.add( object );
objects.push( object );
}
plane = new THREE.Mesh( new THREE.PlaneGeometry( 2000, 2000, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0x000000, opacity: 0.25, transparent: true, wireframe: true } ) );
plane.visible = false;
scene.add( plane );
projector = new THREE.Projector();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.sortObjects = false;
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFShadowMap;
container.appendChild( renderer.domElement );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - draggable cubes';
container.appendChild( info );
}
function animate_particles(frame) {
//will update each particle
if (frame < 50){
var pCount = objects.length-1;
if (frame < 40){
vel += accel*2;
}else {
vel = vel + accel2;
}
while(pCount > -1) {
if (frame < 30){
objects[pCount].position.y += vel;
}else{
objects[pCount].position.y -= vel;
}
//objects[pCount].rotation.x += Math.random()*.7;
//objects[pCount].rotation.z += Math.random()*.01;
//objects[pCount].rotation.y += Math.random()*.01;
pCount--;
}
}
}
function animate() {
requestAnimationFrame( animate );
animate_particles(frame);
render();
//stats.update();
}
function render() {
renderer.render( scene, camera );
frame++;
}
</script>
答案 0 :(得分:0)
这可能是你想要的结果。我稍微修改了你的代码并评论了这些变化。基本上我只是添加了一个随机方向向量,对其进行归一化并向粒子添加随机速度。在animate_particles函数中,我以随机速度沿着随机方向向量移动五彩纸屑。
var container, stats;
var camera, controls, scene, projector, renderer;
var objects = [], plane;
var vel = 1;
var vel2 = 0.01;
var accel = .3;
var accel2 = -.9;
var force = 1;
var frame = 0;
var mouse = new THREE.Vector2(),
offset = new THREE.Vector3(),
INTERSECTED, SELECTED;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
/*//controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;*/
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x505050 ) );
var light = new THREE.SpotLight( 0xffffff, 1.5 );
light.position.set( 0, 500, 2000 );
light.castShadow = true;
light.shadowCameraNear = 200;
light.shadowCameraFar = camera.far;
light.shadowCameraFov = 50;
light.shadowBias = -0.00022;
light.shadowDarkness = 0.5;
light.shadowMapWidth = 2048;
light.shadowMapHeight = 2048;
scene.add( light );
var geometry = new THREE.CubeGeometry( 40, 40, 40 );
//make confetti for particle system
for ( var i = 0; i < 100; i ++ ) {
var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
//object.material.ambient = object.material.color;
/*object.position.x = Math.random() * 500 - 100;
object.position.y = Math.random() * 500 - 100;
object.position.z = 300;*/
object.position.x = Math.random() * 100 - 100;
object.position.y = Math.random() * 100 - 100;
object.position.z = 300;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.x = .1;
object.scale.y = Math.random() * .8 + .1;
object.scale.z = Math.random() * .5 + .1;
// give every "particle" a random expanding direction vector and normalize it to receive a length of 1.
object.directionVector = new THREE.Vector3( Math.random() - .5, Math.random() - .5, Math.random() - .5 )
object.directionVector.normalize();
// and a random expanding Speed
object.expandingSpeed = Math.random() * 100;
object.castShadow = false;
object.receiveShadow = true;
scene.add( object );
objects.push( object );
}
plane = new THREE.Mesh( new THREE.PlaneGeometry( 2000, 2000, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0x000000, opacity: 0.25, transparent: true, wireframe: true } ) );
plane.visible = false;
scene.add( plane );
projector = new THREE.Projector();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.sortObjects = false;
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFShadowMap;
container.appendChild( renderer.domElement );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - draggable cubes';
container.appendChild( info );
}
function animate_particles(frame) {
//will update each particle
if (frame < 50){
var pCount = objects.length-1;
if (frame < 40){
vel += accel*2;
}else {
vel = vel + accel2;
}
while(pCount > -1) {
if (frame < 30){
// commented that out. not sure why you put it there.
//objects[pCount].position.y += vel;
// move objects along random direction vector at the individual random speed.
objects[pCount].position.x += objects[pCount].directionVector.x * objects[pCount].expandingSpeed;
objects[pCount].position.y += objects[pCount].directionVector.y * objects[pCount].expandingSpeed;
objects[pCount].position.z += objects[pCount].directionVector.z * objects[pCount].expandingSpeed;
}else{
objects[pCount].position.y -= vel;
}
//objects[pCount].rotation.x += Math.random()*.7;
//objects[pCount].rotation.z += Math.random()*.01;
//objects[pCount].rotation.y += Math.random()*.01;
pCount--;
}
}
}
function animate() {
requestAnimationFrame( animate );
animate_particles(frame);
render();
//stats.update();
}
function render() {
renderer.render( scene, camera );
frame++;
}
答案 1 :(得分:-1)
我刚刚制作了一个用于使用THREE.js创建五彩纸屑效果的插件:https://github.com/mrgoonie/three.confetti.explosion.js
使用以下工具,事情会更容易
var confetti = new ExplosionConfetti({
rate: 1, // percent of explosion in every tick - smaller is fewer - be careful, larger than 10 may crash your browser!
amount: 200, // max amount particle of an explosion
radius: 800, // max radius of an explosion
areaWidth: 500, // width of the area
areaHeight: 500, // height of the area
fallingHeight: 500, // start exploding from Y position
fallingSpeed: 1, // max falling speed
colors: [0xffffff, 0xff0000, 0xffff00] // random colors
});
scene.add( confetti.object );
干杯