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script.js
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import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import GUI from 'lil-gui'
/* ---------------------------------- Base ---------------------------------- */
// Debug
const gui = new GUI()
// Canvas
const canvas = document.querySelector('canvas.webgl')
// Scene
const scene = new THREE.Scene()
// AxesHelper
scene.add(new THREE.AxesHelper(2))
/* ------------------------------- Parameters ------------------------------- */
const parameters = {} //this object will populate with...
parameters.particlesCount = 100000 // number of particles or 'stars'
parameters.particlesSize = 0.01
parameters.galaxyRadius = 5
parameters.galaxyBranches = 3
parameters.galaxySpin = 1
parameters.randomness = 0.2
parameters.randomnessPower = 3
parameters.insideColor = '#ff6030'
parameters.outsideColor = '#1b3984'
/* --------------------------------- Galaxy --------------------------------- */
let geometry = null
let material = null
let points = null
const generateGalaxy = () => {
// Destroy old galaxy
if( points !== null){
geometry.dispose()
material.dispose()
scene.remove(points)
}
// Geometry
geometry = new THREE.BufferGeometry()
const positions = new Float32Array(parameters.particlesCount * 3) // time is times 3 because, one vertex has 'x, y, z'
const colors = new Float32Array(parameters.particlesCount * 3)
const colorInside = new THREE.Color(parameters.insideColor)
const colorOutside = new THREE.Color(parameters.outsideColor)
for(let i = 0; i < parameters.particlesCount; i++)
{
const i3 = i * 3
// Position
const radius = Math.random() * parameters.galaxyRadius
const galaxyBranchesAngle = (i % parameters.galaxyBranches) / parameters.galaxyBranches * Math.PI * 2
const galaxySpinAngle = radius * parameters.galaxySpin
const randomX = Math.pow(Math.random(), parameters.randomnessPower) * (Math.random() < 0.5 ? 1 : - 1) * parameters.randomness * radius
const randomY = Math.pow(Math.random(), parameters.randomnessPower) * (Math.random() < 0.5 ? 1 : - 1) * parameters.randomness * radius
const randomZ = Math.pow(Math.random(), parameters.randomnessPower) * (Math.random() < 0.5 ? 1 : - 1) * parameters.randomness * radius
positions[i3 ] = Math.cos(galaxyBranchesAngle + galaxySpinAngle) * radius + randomX
positions[i3 + 1] = randomY
positions[i3 + 2] = Math.sin(galaxyBranchesAngle + galaxySpinAngle) * radius + randomZ
// Color
const mixedColor = colorInside.clone()
mixedColor.lerp(colorOutside, radius / parameters.galaxyRadius)
colors[i3 ] = mixedColor.r
colors[i3 + 1] = mixedColor.g
colors[i3 + 2] = mixedColor.b
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)) // here needs to be 3 cause positions, necessary need 'x, y, z'
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3))
// Material
material = new THREE.PointsMaterial({
size: parameters.particlesSize,
sizeAttenuation: true,
depthWrite: true,
blending: THREE.AdditiveBlending, // the more layers the brighter it will be
vertexColors: true
})
// Points
points = new THREE.Points(geometry, material)
scene.add(points)
}
generateGalaxy()
/* --------------------------------- Tweaks --------------------------------- */
const parametersTweaks = gui.addFolder('Parameters')
parametersTweaks.add(parameters, 'particlesCount', 0, 500000, 100).onFinishChange(generateGalaxy)
parametersTweaks.add(parameters, 'particlesSize', 0, 1, 0.01).onFinishChange(generateGalaxy)
parametersTweaks.add(parameters, 'galaxyRadius', 0.01, 20, 0.01).onFinishChange(generateGalaxy)
parametersTweaks.add(parameters, 'galaxyBranches').min(2).max(20).step(1).onFinishChange(generateGalaxy)
parametersTweaks.add(parameters, 'galaxySpin').min(- 5).max(5).step(0.001).onFinishChange(generateGalaxy)
parametersTweaks.add(parameters, 'randomness').min(0).max(2).step(0.001).onFinishChange(generateGalaxy)
parametersTweaks.add(parameters, 'randomnessPower').min(1).max(10).step(0.001).onFinishChange(generateGalaxy)
parametersTweaks.addColor(parameters, 'insideColor').onFinishChange(generateGalaxy)
parametersTweaks.addColor(parameters, 'outsideColor').onFinishChange(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 = 3
camera.position.y = 3
camera.position.z = 3
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 controls
controls.update()
// Render
renderer.render(scene, camera)
// Call tick again on the next frame
window.requestAnimationFrame(tick)
}
tick()