我有一个粒子系统,其中所有粒子都以相同的坐标位于一个接一个的随机方向,它们(应该)开始围绕场景的中心轨道形成一个球体。
到目前为止,我设法实现的是一组Vector3对象(粒子),它们一个接一个地沿Z轴绕着中心轨道运行,只是根据当前角度计算它们的正弦和余弦。
我在数学上并不擅长,而且我甚至不知道该准确找什么。
这是我写的:
var scene = new THREE.Scene();
let container = document.getElementById('container'),
loader = new THREE.TextureLoader(),
renderer,
camera,
maxParticles = 5000,
particlesDelay = 50,
radius = 50,
sphereGeometry,
sphere;
loader.crossOrigin = true;
function init() {
let vw = window.innerWidth,
vh = window.innerHeight;
renderer = new THREE.WebGLRenderer();
renderer.setSize(vw, vh);
renderer.setPixelRatio(window.devicePixelRatio);
camera = new THREE.PerspectiveCamera(45, vw / vh, 1, 1000);
camera.position.z = 200;
camera.position.x = 30;
camera.position.y = 30;
camera.lookAt(scene.position);
scene.add(camera);
let controls = new THREE.OrbitControls(camera, renderer.domElement);
let axisHelper = new THREE.AxisHelper(50);
scene.add(axisHelper);
container.appendChild(renderer.domElement);
window.addEventListener('resize', onResize, false);
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function draw() {
sphereGeometry = new THREE.Geometry();
sphereGeometry.dynamic = true;
let particleTexture = loader.load('https://threejs.org/examples/textures/particle2.png'),
material = new THREE.PointsMaterial({
color: 0xffffff,
size: 3,
transparent: true,
blending: THREE.AdditiveBlending,
map: particleTexture,
depthWrite: false
});
for ( let i = 0; i < maxParticles; i++ ) {
let vertex = new THREE.Vector3(radius, 0, 0);
vertex.delay = Date.now() + (particlesDelay * i);
vertex.angle = 0;
sphereGeometry.vertices.push(vertex);
}
sphere = new THREE.Points(sphereGeometry, material);
scene.add(sphere);
}
function update() {
for ( let i = 0; i < maxParticles; i++ ) {
let particle = sphereGeometry.vertices[i];
if ( Date.now() > particle.delay ) {
let angle = particle.angle += 0.01;
particle.x = radius * Math.cos(angle);
if ( i % 2 === 0 ) {
particle.y = radius * Math.sin(angle);
} else {
particle.y = -radius * Math.sin(angle);
}
}
}
sphere.geometry.verticesNeedUpdate = true;
}
function render() {
update();
renderer.render(scene, camera);
requestAnimationFrame(render);
}
init();
draw();
render();
如果你想看到它,这就是JSFiddle: https://jsfiddle.net/kekkorider/qs6s0wv2/
有人可以帮我一把吗?
提前致谢!
答案 0 :(得分:3)
您希望每个粒子围绕特定的随机轴旋转。您可以让它们跟随3D空间中的parametric equation of a circle,也可以使用THREE.js旋转矩阵。
现在你的所有粒子都在向量周围旋转(0,0,1)。由于粒子在x轴上开始,因此您希望它们都围绕y-z平面(0,y,z)中的随机向量旋转。这可以在创建顶点期间定义:
vertex.rotationAxis = new THREE.Vector3(0, Math.random() * 2 - 1, Math.random() * 2 - 1);
vertex.rotationAxis.normalize();
现在您可以使用每次更新创建的随机旋转轴在每个粒子上调用THREE.Vector3.applyAxisAngle(axis, angle)
方法:
particle.applyAxisAngle(particle.rotationAxis, 0.01);
总而言之,这应该是这样的:
<强>绘制()强>:
...
for ( let i = 0; i < maxParticles; i++ ) {
let vertex = new THREE.Vector3(radius, 0, 0);
vertex.delay = Date.now() + (particlesDelay * i);
vertex.rotationAxis = new THREE.Vector3(0, Math.random() * 2 - 1, Math.random() * 2 - 1);
vertex.rotationAxis.normalize();
sphereGeometry.vertices.push(vertex);
}
...
更新():
...
for ( let i = 0; i < maxParticles; i++ ) {
let particle = sphereGeometry.vertices[i];
if ( Date.now() > particle.delay ) {
particle.applyAxisAngle(particle.rotationAxis, 0.01);
}
}
...