Bunny Particles

Developer
Size
5,418 Kb
Views
50,600

How do I make an bunny particles?

What is a bunny particles? How do you make a bunny particles? This script and codes were developed by Kenji Saito on 14 June 2022, Tuesday.

Bunny Particles Previews

Bunny Particles - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Bunny Particles</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
</head>
<body> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r80/three.min.js'></script>
<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/13842/OBJLoader.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/gsap/1.19.0/TweenMax.min.js'></script> <script src="js/index.js"></script>
</body>
</html>

Bunny Particles - Script Codes JS Codes

"use strict";
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var camera, scene, renderer, mouse, stats, geometry, shaderMaterial, mesh, clock;
var isLoop;
var objLoader;
var targetArr = [];
var particles = [];
var positionAttribute;
var MAX_COUNT = 60000;
var time = 0;
var utils = { range: function range(min, max) { return min + (max - min) * Math.random(); }
};
var Particle = function () { function Particle(x, y, z, index, targetIndex) { _classCallCheck(this, Particle); this.x = x; this.y = y; this.z = z; this.prevX = this.x; this.prevY = this.y; this.prevZ = this.z; this.index = index; this.targetIndex = targetIndex; } Particle.prototype.updateTarget = function updateTarget(isDelay) { this.targetIndex = (this.targetIndex + 1) % targetArr.length; var targetPos = targetArr[this.targetIndex]; TweenMax.to(this, 2, { x: targetPos.x, y: targetPos.y, z: targetPos.z, delay: isDelay ? utils.range(0, 2) : 0.0, onUpdate: this.onUpdateParticle, onUpdateScope: this, onComplete: this.updateTarget, onCompleteScope: this }); }; Particle.prototype.onUpdateParticle = function onUpdateParticle() { positionAttribute.setXYZ(this.index * 2, this.prevX, this.prevY, this.prevZ); positionAttribute.setXYZ(this.index * 2 + 1, this.x, this.y, this.z); this.prevX = this.x; this.prevY = this.y; this.prevZ = this.z; }; return Particle;
}();
function init(group) { camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 10000); // camera.position.z = 1.2; // camera.position.y = 0.5; camera.position.z = 20; camera.position.y = 20; camera.lookAt(new THREE.Vector3()); scene = new THREE.Scene(); /** mesh = group.children[0]; console.log(mesh.geometry); mesh.material = new THREE.MeshBasicMaterial({wireframe: true, color : 0xffff00}) mesh.scale.set(10, 10, 10); mesh.position.y = -1; scene.add(group); */ // line material var material = new THREE.LineBasicMaterial({ color: new THREE.Color("rgb(" + parseInt(0.2 * 255) + ", " + parseInt(0.3 * 255) + "," + parseInt(0.4 * 255) + ")"), blending: THREE.AdditiveBlending, depthTest: false, transparent: true, opacity: 0.6 }); var indices = []; var positions = new Float32Array(MAX_COUNT * 3); var geometry = group.children[0].geometry; var positionArr = geometry.attributes.position.array; var positionCount = positionArr.length / 3; var scale = 150; var size = 0.1; for (var ii = 0; ii < positionCount; ii++) { var pos = new THREE.Vector3(positionArr[3 * ii] * scale, positionArr[3 * ii + 1] * scale, positionArr[3 * ii + 2] * scale); targetArr.push(pos); } for (var ii = 0; ii < MAX_COUNT / 2; ii++) { var index = parseInt(targetArr.length * Math.random()); var pos = targetArr[index]; particles[ii] = new Particle(pos.x, pos.y, pos.z, ii, index); if (Math.random() < 0.9) { particles[ii].updateTarget(true); } positions[6 * ii] = pos.x; positions[6 * ii + 1] = pos.y; positions[6 * ii + 2] = pos.z; positions[6 * ii + 3] = pos.x + utils.range(-size, size); positions[6 * ii + 4] = pos.y + utils.range(-size, size); positions[6 * ii + 5] = pos.z + utils.range(-size, size); } for (var ii = 0; ii < MAX_COUNT / 2; ii++) { indices.push(2 * ii); indices.push(2 * ii + 1); } var geometry = new THREE.BufferGeometry(); positionAttribute = new THREE.BufferAttribute(positions, 3); geometry.addAttribute('position', positionAttribute); geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(indices), 1)); var line = new THREE.LineSegments(geometry, material); line.position.set(5, -15, 0); scene.add(line); renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(window.innerWidth, window.innerHeight); renderer.setClearColor(0x000000); clock = new THREE.Clock(); document.body.appendChild(renderer.domElement); document.addEventListener('mousemove', onDocumentMouseMove, false);
}
function loop() { var delta = clock.getDelta(); time += delta; positionAttribute.needsUpdate = true; camera.position.z = 20 * Math.cos(time / 3); camera.position.x = 20 * Math.sin(time / 3); camera.lookAt(new THREE.Vector3()); // mesh.rotation.x += 0.01; // mesh.rotation.y += 0.02; renderer.render(scene, camera);
}
objLoader = new THREE.OBJLoader();
objLoader.load("https://s3-us-west-2.amazonaws.com/s.cdpn.io/13842/bunny.obj", onLoadObj);
function onLoadObj(geo) { init(geo); isLoop = true; TweenMax.ticker.addEventListener("tick", loop);
}
function onDocumentMouseMove(event) { event.preventDefault(); if (!mouse) mouse = new THREE.Vector2(); mouse.x = event.clientX / window.innerWidth * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
window.addEventListener("resize", function (ev) { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight);
});
window.addEventListener('keydown', function (ev) { switch (ev.which) { case 27: isLoop = !isLoop; if (isLoop) { clock.stop(); TweenMax.ticker.addEventListener("tick", loop); } else { clock.start(); TweenMax.ticker.removeEventListener("tick", loop); } break; }
});
Bunny Particles - Script Codes
Bunny Particles - Script Codes
Home Page Home
Developer Kenji Saito
Username kenjiSpecial
Uploaded June 14, 2022
Rating 4.5
Size 5,418 Kb
Views 50,600
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Kenji Saito (kenjiSpecial) Script Codes
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