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star/galaxy/src/script.js
2024-04-27 21:40:49 +09:00

245 lines
6.6 KiB
JavaScript

import './style.css'
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
//import * as dat from 'dat.gui'
import { AdditiveBlending, Float32BufferAttribute } from 'three'
/**
* Base
*/
// Debug
//const gui = new dat.GUI({
// width: 400,
// closed: true
//})
const textureLoader = new THREE.TextureLoader()
const shape = textureLoader.load('/pkg/galaxy/particleShape/1.png')
// Canvas
const canvas = document.querySelector('canvas.webgl')
// Scene
const scene = new THREE.Scene()
//Galaxy Generator
const parameters = {}
parameters.count = 70000
parameters.size = 0.01
parameters.radius = 5
parameters.branches = 8
parameters.spin = 1
parameters.randomness = 0.3
parameters.randomnessPower = 5
parameters.stars = 9000
parameters.starColor = '#fff700'
parameters.insideColor = '#fff700'
parameters.outsideColor = '#fff700'
//parameters.starColor = '#1b3984'
//parameters.insideColor = '#ff6030'
//parameters.outsideColor = '#1b3984'
//gui.add(parameters, 'count').min(100).max(100000).step(100).onChange(generateGalaxy).name('stars in galaxy')
//gui.add(parameters, 'stars').min(0).max(100000).step(100).onChange(generateBgStars).name('background stars')
//gui.addColor(parameters, 'starColor').onChange(generateBgStars).name('color of stars')
//gui.add(parameters, 'size').min(0.001).max(0.1).step(0.001).onChange(generateGalaxy).name('size of stars in galaxy')
//gui.add(parameters, 'radius').min(1).max(10).step(1).onChange(generateGalaxy).name('radius of galaxy')
//gui.add(parameters, 'branches').min(1).max(10).step(1).onChange(generateGalaxy).name('branches in galaxy')
//gui.add(parameters, 'spin').min(-5).max(5).step(0.001).onChange(generateGalaxy).name('spin of the galaxy')
//gui.add(parameters, 'randomness').min(0).max(2).step(0.01).onChange(generateGalaxy)
//gui.add(parameters, 'randomnessPower').min(1).max(10).step(1).onChange(generateGalaxy)
//gui.addColor(parameters, 'insideColor').onChange(generateGalaxy).name('color of core')
//gui.addColor(parameters, 'outsideColor').onChange(generateGalaxy).name('color of branches')
let bgStarsGeometry = null
let bgStarsMaterial = null
let bgStars = null
//Background stars
function generateBgStars(){
if(bgStars!==null){
bgStarsGeometry.dispose()
bgStarsMaterial.dispose()
scene.remove(bgStars)
}
bgStarsGeometry = new THREE.BufferGeometry()
const bgStarsPositions = new Float32Array(parameters.stars * 3)
for(let j = 0; j<parameters.stars; j++){
bgStarsPositions[j*3 + 0] = (Math.random() - 0.5) * 20
bgStarsPositions[j*3 + 1] = (Math.random() - 0.5) * 20
bgStarsPositions[j*3 + 2] = (Math.random() - 0.5) * 20
}
bgStarsGeometry.setAttribute('position', new THREE.BufferAttribute(bgStarsPositions, 3))
bgStarsMaterial = new THREE.PointsMaterial({
color: 'white',
size: parameters.size,
depthWrite: false,
sizeAttenuation: true,
blending: AdditiveBlending,
color: parameters.starColor,
transparent: true,
alphaMap: shape
})
bgStars = new THREE.Points(bgStarsGeometry, bgStarsMaterial)
scene.add(bgStars)
scene.background = new THREE.Color( 0x313131 );
}
generateBgStars()
//gALAXY GENerator
let geometry = null
let material = null
let points = null
function generateGalaxy(){
if(points !== null){
geometry.dispose()
material.dispose()
scene.remove(points)
}
geometry = new THREE.BufferGeometry()
const positions = new Float32Array(parameters.count *3)
const colors = new Float32Array(parameters.count *3)
const colorInside = new THREE.Color(parameters.insideColor)
const colorOutside = new THREE.Color(parameters.outsideColor)
for(let i=0; i<parameters.count; i++){
//Position
const x = Math.random() * parameters.radius
const branchAngle = (i % parameters.branches) / parameters.branches * 2 * Math.PI
const spinAngle = x * parameters.spin
const randomX = Math.pow(Math.random(), parameters.randomnessPower) * (Math.random()<0.5 ? 1: -1)
const randomY = Math.pow(Math.random(), parameters.randomnessPower) * (Math.random()<0.5 ? 1: -1)
const randomZ = Math.pow(Math.random(), parameters.randomnessPower) * (Math.random()<0.5 ? 1: -1)
positions[i*3] = Math.sin(branchAngle + spinAngle) * x + randomX
positions[i*3 + 1] = randomY
positions[i*3 + 2] = Math.cos(branchAngle + spinAngle) * x + randomZ
//Color
const mixedColor = colorInside.clone()
mixedColor.lerp(colorOutside, x / parameters.radius)
colors[i*3 + 0] = mixedColor.r
colors[i*3 + 1] = mixedColor.g
colors[i*3 + 2] = mixedColor.b
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3))
material = new THREE.PointsMaterial({
color: 'white',
size: parameters.size,
depthWrite: false,
sizeAttenuation: true,
blending: AdditiveBlending,
vertexColors: true,
transparent: true,
alphaMap: shape
})
points = new THREE.Points(geometry, material)
scene.add(points)
}
generateGalaxy()
/**
* Sizes
*/
const sizes = {
width: window.innerWidth,
height: window.innerHeight
}
window.addEventListener('resize', () =>
{
// Update sizes
sizes.width = window.innerWidth
sizes.height = window.innerHeight
// Update camera
camera.aspect = sizes.width / sizes.height
camera.updateProjectionMatrix()
// Update renderer
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
})
/**
* Camera
*/
// Base camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100)
camera.position.x = 4
camera.position.y = 0.4
camera.position.z = 4
scene.add(camera)
// Controls
const controls = new OrbitControls(camera, canvas)
controls.enableDamping = true
/**
* Renderer
*/
const renderer = new THREE.WebGLRenderer({
canvas: canvas
})
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
/**
* Animate
*/
const clock = new THREE.Clock()
const tick = () =>
{
const elapsedTime = clock.getElapsedTime()
//Update the camera
points.rotation.y = elapsedTime*0.005
bgStars.rotation.y = - elapsedTime*0.05
// Update controls
controls.update()
// Render
renderer.render(scene, camera)
// Call tick again on the next frame
window.requestAnimationFrame(tick)
}
tick()