Three.js Planetoid

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3,284 Kb
Views
46,552

How do I make an three.js planetoid?

What is a three.js planetoid? How do you make a three.js planetoid? This script and codes were developed by Moses Holmström on 20 August 2022, Saturday.

Three.js Planetoid Previews

Three.js Planetoid - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Three.js Planetoid</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
</head>
<body> <script src='https://rawgit.com/mrdoob/three.js/dev/build/three.min.js'></script>
<script src='https://rawgit.com/mrdoob/three.js/master/examples/js/modifiers/SubdivisionModifier.js'></script>
<script src='https://rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/EffectComposer.js'></script>
<script src='https://rawgit.com/mrdoob/three.js/master/examples/js/shaders/CopyShader.js'></script>
<script src='https://rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/ShaderPass.js'></script>
<script src='https://rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/RenderPass.js'></script>
<script src='https://rawgit.com/mrdoob/three.js/master/examples/js/shaders/LuminosityHighPassShader.js'></script>
<script src='https://rawgit.com/mrdoob/three.js/master/examples/js/shaders/ConvolutionShader.js'></script>
<script src='https://rawgit.com/mrdoob/three.js/master/examples/js/postprocessing/UnrealBloomPass.js'></script> <script src="js/index.js"></script>
</body>
</html>

Three.js Planetoid - Script Codes JS Codes

console.clear();
THREE.RGBShiftShader = {	uniforms: {	"tDiffuse": { value: null },	"amount": { value: 0.05 },	"angle": { value: .5 }	},	vertexShader: [	"varying vec2 vUv;",	"void main() {",	"vUv = uv;",	"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",	"}"	].join( "\n" ),	fragmentShader: [	"uniform sampler2D tDiffuse;",	"uniform float amount;",	"uniform float angle;",	"varying vec2 vUv;",	"void main() {",	"vec2 offset = amount * vec2( cos(angle), sin(angle));",	"vec4 cr = texture2D(tDiffuse, vUv + offset);",	"vec4 cga = texture2D(tDiffuse, vUv);",	"vec4 cb = texture2D(tDiffuse, vUv - offset);",	"gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",	"}"	].join( "\n" )
};
var FOV = 2;
var RES = 6;
var BGCOLOR = 0x7070C0;
var PI = Math.PI;
var TAU = PI * 2;
var sin = Math.sin;
var cos = Math.cos;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(new THREE.Color(BGCOLOR));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
var ratio = window.innerWidth/window.innerHeight;
var camera = new THREE.PerspectiveCamera(FOV, ratio, 1, 500);
camera.position.z = 50;
camera.position.y = 20;
camera.lookAt(new THREE.Vector3(0, 0, 0));
var scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( BGCOLOR, .01
);
var geometry = new THREE.BoxGeometry(1, 1, 1, RES, RES, RES);
var subdiv = new THREE.SubdivisionModifier(1);
for(var index in geometry.vertices) { var vert = geometry.vertices[index]; vert.normalize().multiplyScalar(.5); vert.x += (Math.random() * 2 - 1) / 25; vert.y += (Math.random() * 2 - 1) / 25; vert.z += (Math.random() * 2 - 1) / 25;
}
subdiv.modify(geometry);
for(var index in geometry.vertices) { var vert = geometry.vertices[index]; vert.x += (Math.random() * 2 - 1) / 50; vert.y += (Math.random() * 2 - 1) / 50; vert.z += (Math.random() * 2 - 1) / 50;
}
subdiv.modify(geometry);
for(var index in geometry.vertices) { var vert = geometry.vertices[index]; vert.x += (Math.random() * 2 - 1) / 75; vert.y += (Math.random() * 2 - 1) / 75; vert.z += (Math.random() * 2 - 1) / 75;
}
subdiv.modify(geometry);
geometry.mergeVertices();
computeVertexNormals(geometry);
function computeVertexNormals(geometry) { geometry.computeFaceNormals(); for (var f = 0; f < geometry.faces.length; f++) { var face = geometry.faces[f]; face.vertexNormals[0] = geometry.vertices[face.a].clone().normalize(); face.vertexNormals[1] = geometry.vertices[face.b].clone().normalize(); face.vertexNormals[2] = geometry.vertices[face.c].clone().normalize(); }
}
var material = new THREE.MeshPhongMaterial({ color: 0x8899CC, specular: 0x888888, wireframe: false, shininess: 10, shading: THREE.FlatShading, fog: true
});
var cube = new THREE.Mesh(geometry, material);
cube.castShadow = true;
cube.receiveShadow = true;
scene.add(cube);
var lightsPos = new THREE.Vector3(15, -5, 10);
var fillLight = new THREE.DirectionalLight(0xAACCFF, .25);
fillLight.position.set(lightsPos.x, lightsPos.y, lightsPos.z);
fillLight.castShadow = true;
fillLight.shadow.mapSize.width = 2048;
fillLight.shadow.mapSize.height = 2048;
fillLight.shadow.camera.near = 1;
fillLight.shadow.camera.far = 100;
scene.add(fillLight);
var rimLight = new THREE.DirectionalLight(0xFFBB88, 1.75);
rimLight.position.set(-lightsPos.x, -lightsPos.y, -lightsPos.z);
rimLight.castShadow = true;
rimLight.shadow.mapSize.width = 2048;
rimLight.shadow.mapSize.height = 2048;
rimLight.shadow.camera.near = 1;
rimLight.shadow.camera.far = 100;
scene.add(rimLight);
var ambient = new THREE.AmbientLight(BGCOLOR, .128);
scene.add(ambient);
var lastTime = 0;
var composer = new THREE.EffectComposer( renderer );
var renderPass = new THREE.RenderPass( scene, camera );
var rgbShiftPass = new THREE.ShaderPass(THREE.RGBShiftShader);
rgbShiftPass.uniforms['amount'].value = 0.002;
var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2(window.innerWidth, window.innerHeight), 1.33, .0848, 0.95 // strength, radius, threshold
);
var copyShader = new THREE.ShaderPass(THREE.CopyShader);
copyShader.renderToScreen = true;
composer.addPass(renderPass);
composer.addPass(rgbShiftPass);
composer.addPass(bloomPass);
composer.addPass(copyShader);
function animate(time) { var dt = time - lastTime; lastTime = time; cube.rotation.y += dt / 1000; composer.render(scene, camera); requestAnimationFrame(animate);
}
animate(0);
var tanFOV = Math.tan( ( ( Math.PI / 180 ) * camera.fov / 2 ) );
var windowHeight = window.innerHeight;
function onWindowResize( event ) { camera.aspect = window.innerWidth / window.innerHeight; camera.fov = ( 360 / Math.PI ) * Math.atan( tanFOV * ( window.innerHeight / windowHeight ) ); camera.updateProjectionMatrix(); camera.lookAt( scene.position ); renderer.setSize( window.innerWidth, window.innerHeight ); composer.setSize( window.innerWidth, window.innerHeight );
}
window.addEventListener( 'resize', onWindowResize, false );
Three.js Planetoid - Script Codes
Three.js Planetoid - Script Codes
Home Page Home
Developer Moses Holmström
Username thykka
Uploaded August 20, 2022
Rating 4.5
Size 3,284 Kb
Views 46,552
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Moses Holmström (thykka) Script Codes
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