Particle smoke
How do I make an particle smoke?
What is a particle smoke? How do you make a particle smoke? This script and codes were developed by Khalkeus on 11 November 2022, Friday.
Particle smoke - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>particle smoke</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Particle smoke - Script Codes CSS Codes
body, html{ margin: 0px; padding: 0px; overflow: hidden;
}
Particle smoke - Script Codes JS Codes
var camera, renderer, scene, e, mouse;
// Initial setup
window.onload = function(){ init();
}
function init(){ mouse = [window.innerWidth/2, window.innerHeight/2]; renderer = new THREE.WebGLRenderer({antialias: true}); scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera(20, window.innerWidth/window.innerHeight, 0.1, 1000); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); camera.position.z = 10; camera.position.y = .5; var light = new THREE.DirectionalLight(0xffffff); light.position.set(-5, 10, 5); scene.add(light) scene.background = new THREE.Color(0x000000); canvas = document.querySelector('#b canvas'); e = new Explosion(0, 0, 0, 100); render();
}
window.onresize = function(){ camera.aspect = window.innerWidth/window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight);
}
window.onmousemove = function(e){ mouse = [e.clientX, e.clientY];
}
// Utility functions
function randomFloat(a, b){ var r = (Math.random() * (b - a) + a); return r;
}
function partToHex(part){ var h = part.toString(16); return h.length == 1 ? "0" + h : h;
}
// Explosion stuff
function ExplosionSphere(x, y, z, scaleSpeed, initScale, atom, velocity){ this.scaleSpeed = scaleSpeed; this.active = true; this.obj = atom.clone(); this.velocity; this.maxSize; this.age = 0; this.init = function(x, y, z, scaleSpeed, initScale, velocity){ this.active = true; this.scaleSpeed = scaleSpeed; this.velocity = velocity; this.maxSize = 1; this.age = 0; this.obj.rotation.set(randomFloat(0, Math.PI), randomFloat(0, Math.PI), randomFloat(0, Math.PI)); this.obj.position.set(x, y, z); this.obj.scale.set(initScale, initScale, initScale); } this.init(x, y, z, scaleSpeed, initScale, velocity); this.update = function(){ if(this.active){ if(this.obj.scale.x > this.maxSize || this.age > 100){ this.deactivate(); } this.obj.scale.x *= this.scaleSpeed; this.obj.scale.y *= this.scaleSpeed; this.obj.scale.z *= this.scaleSpeed; this.obj.position.x += this.velocity[0]; this.obj.position.y += this.velocity[1]; this.obj.position.z += this.velocity[2]; this.age++; } } this.deactivate = function(){ this.active = false; if(e != undefined){ this.init(e.obj.position.x, e.obj.position.y, 0, this.scaleSpeed, randomFloat(.1, 1), this.velocity); }else{ this.init(0, 0, 0, this.scaleSpeed, randomFloat(.1, 1), this.velocity); } }
}
function Explosion(x, y, z, size){ this.x = x; this.y = y; this.z = z; this.size = size; this.radius = .5; this.speed = .005; this.p = new THREE.Vector3(); this.d; this.dis; this.obj = new THREE.Group(); this.atom = new THREE.Mesh(new THREE.IcosahedronGeometry(.1, 2), new THREE.MeshLambertMaterial({color: 0xffffff, emissive: 0x999999, side: THREE.FrontSide})); this.atoms = []; this.update = function(){ this.p.set((mouse[0]/window.innerWidth) * 2 - 1, (mouse[1]/window.innerHeight ) * 2 - 1, .5); this.p.unproject(camera); this.d = this.p.sub(camera.position).normalize(); this.dis = -camera.position.z/this.d.z; this.pos = camera.position.clone().add(this.d.multiplyScalar(this.dis)); this.obj.position.x = this.pos.x; this.obj.position.y = -this.pos.y + 1; for(var i = 0; i < this.atoms.length; i++){ this.atoms[i].update(); } } this.init = function(){ for(var i = 0; i < this.size; i++){ this.atoms.push(new ExplosionSphere(0, 0, 0, randomFloat(1.001, 1.01), randomFloat(.1, 1), this.atom, [randomFloat(-this.speed, this.speed), randomFloat(this.speed * 2, this.speed * 5), randomFloat(-this.speed, this.speed)])); scene.add(this.atoms[i].obj) } scene.add(this.obj); for(var i = 0; i < 100; i++){ this.update(); } } this.init();
}
// Rendering and updating
function render(){ e.update(); renderer.render(scene, camera); requestAnimationFrame(render);
}
Developer | Khalkeus |
Username | khalkeus |
Uploaded | November 11, 2022 |
Rating | 3 |
Size | 2,887 Kb |
Views | 4,048 |
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