Planet Generator
How do I make an planet generator?
Procedural planet generator. press space to get a new planet. . What is a planet generator? How do you make a planet generator? This script and codes were developed by Khalkeus on 11 November 2022, Friday.
Planet Generator - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Planet Generator</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <!-- hit space to generate a new planet! --> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Planet Generator - Script Codes CSS Codes
body, html{ width: 100%; height: 100%; margin: 0px; padding: 0px; overflow: hidden;
}
canvas{ width: 100%; height: 100%;
}
Planet Generator - Script Codes JS Codes
var scene, camera, renderer, canvas, ctx, p, directionalLight;
window.onload = function(){ init();
}
window.onresize = function(){ camera.aspect = window.innerWidth/window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight);
}
document.onkeydown = function(e){ var x = e.which || e.keyCode; if(x === 32){ scene.remove(p.obj) p = new planet(); }
}
function initThree(){ renderer = new THREE.WebGLRenderer({antialias: true}); scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000); var light = new THREE.AmbientLight(0x992266); scene.add(light); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); camera.position.z = 20; scene.background = new THREE.Color(0x111111); canvas = document.querySelector('#b canvas');
}
var render = function () { requestAnimationFrame(render); p.obj.rotateZ(.01); renderer.render(scene, camera);
}
function init() { initThree(); p = new planet(); render();
}
function randomIntInRange(a, b){ return Math.floor(Math.random()*(b - a) + a);
}
function randomIntArr(a){ return Math.floor(Math.random()*(a[1] - a[0]) + a[0]);
}
function randomArr(a) { return (Math.random()*(a[1] - a[0]) + a[0]);
}
var planetRanges = { 'radius' : [1, 5], 'detail' : [0, 2], 'shells' : [1, 5], 'rings' : [3, 10], 'chanceShells' : .5, 'chanceRings' : .5,
}
function pertubSphere(sphereGeo){
}
function makeBase(material, radius, detail){ var planet = new THREE.Mesh(new THREE.IcosahedronGeometry(radius, detail), material); planet.geometry.computeFlatVertexNormals(); return planet;
}
function updateLight(baseRadius){ scene.remove(directionalLight); directionalLight = new THREE.DirectionalLight(0xffffff, 1); directionalLight.position.set(randomArr([-baseRadius*2, baseRadius*2]), randomArr([-baseRadius*2, baseRadius*2]), baseRadius); scene.add(directionalLight);
}
function makeShells(baseRadius, detail, material, obj){ material = material.clone(); var numShells = randomIntArr(planetRanges['shells']) + 1; var inc = baseRadius/randomArr([5, 10]); for(var i = 0; i < numShells; i++){ baseRadius += inc*i; var shell = new THREE.IcosahedronGeometry(baseRadius, detail); var numFacesToRemove = randomIntArr([shell.faces.length/2, shell.faces.length]); shell.computeFlatVertexNormals(); material.opacity = i/numShells/2; shell = new THREE.Mesh(shell, material); obj.add(shell) } return baseRadius;
}
function makeRings(radius, detail, material, obj){ radius += Math.random() * radius; var numRings = randomIntArr(planetRanges['rings']); var inc = radius/randomArr([1, 5]); material = material.clone(); material.opacity = 1; for(var i = 0; i < numRings; i++){ radius += inc; var ring = new THREE.TorusGeometry(radius, radius/30, 5, (detail + 1) * 30); ring.computeFlatVertexNormals(); ring = new THREE.Mesh(ring, material); obj.add(ring); material = material.clone(); }
}
function planet() { this.baseRadius = randomArr(planetRanges['radius']); this.currRadius = this.baseRadius; this.detail = randomIntArr(planetRanges['detail']); this.obj = new THREE.Group(); updateLight(this.baseRadius); this.baseColor = '#' + randomIntArr([0, 16777215]).toString(16); this.material = new THREE.MeshLambertMaterial({color: this.baseColor}); this.material.transparent = true; this.init = function(){ this.obj.add(makeBase(this.material, this.baseRadius, this.detail)); if(Math.random() < planetRanges['chanceShells']){ this.currRadius = makeShells(this.baseRadius, this.detail, this.material, this.obj); } if(Math.random() < planetRanges['chanceRings']){ makeRings(this.currRadius, this.detail, new THREE.MeshLambertMaterial({color: this.baseColor}), this.obj); } this.obj.rotation.x = Math.PI/2 + randomArr([-1, 1]); this.obj.rotation.y = randomArr([-1, 1]); this.obj.rotation.z = randomArr([-1, 1]); scene.add(this.obj); } this.init(); this.update = function(){ }
}
Developer | Khalkeus |
Username | khalkeus |
Uploaded | November 11, 2022 |
Rating | 3 |
Size | 2,984 Kb |
Views | 12,144 |
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