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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - SSGI Ball Pool</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <link type="text/css" rel="stylesheet" href="example.css">
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+ <style>
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+ canvas {
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+ touch-action: none;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
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+
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+ <div class="title-wrapper">
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+ <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>SSGI Ball Pool</span>
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+ </div>
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+
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+ <small>Real-time indirect illumination with interactive physics ball pool.</small>
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/webgpu": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.tsl.js",
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+ "three/addons/": "./jsm/",
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+ "monomorph": "https://cdn.jsdelivr.net/npm/monomorph@2.3.1/build/monomorph.js",
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+ "@perplexdotgg/bounce": "https://cdn.jsdelivr.net/npm/@perplexdotgg/bounce@1.8.0/build/bounce.js"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three/webgpu';
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+ import { pass, mrt, output, normalView, diffuseColor, velocity, add, vec4, directionToColor, colorToDirection, sample } from 'three/tsl';
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+ import { ssgi } from 'three/addons/tsl/display/SSGINode.js';
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+ import { traa } from 'three/addons/tsl/display/TRAANode.js';
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+ import { World } from '@perplexdotgg/bounce';
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+
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+ const BALL_RADIUS = 0.4;
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+ const FILL_RATIO = 0.4;
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+ const PACKING = 0.6;
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+ const BOX_HEIGHT = 6;
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+ const BOX_DEPTH = 8;
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+ const WALL_THICKNESS = 0.5;
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+ const CAM_FOV = 45;
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+ const EASE_SPEED = 8;
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+
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+ let camera, scene, renderer, renderPipeline;
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+ let raycaster, pointer;
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+ let mouseLight;
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+
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+ let world;
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+ let ballCount = 0;
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+ let bodies = [];
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+ let ballsMesh = null;
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+ let wallMeshes = [];
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+ const boxSize = { w: 8, h: BOX_HEIGHT, d: BOX_DEPTH };
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+
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+ let mouseRayOrigin = new THREE.Vector3();
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+ let mouseRayDir = new THREE.Vector3();
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+ let mouseMoving = false;
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+ let mouseStopTimer = 0;
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+ let pointerDown = false;
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+ const activePointers = new Set();
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+ const mouseLightTarget = new THREE.Vector3( 0, BOX_HEIGHT / 2, BOX_DEPTH / 2 );
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+ const mouseRayOriginTarget = new THREE.Vector3();
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+ const mouseRayDirTarget = new THREE.Vector3();
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+
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+ init();
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+
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+ async function init() {
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+
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+ camera = new THREE.PerspectiveCamera( CAM_FOV, window.innerWidth / window.innerHeight, 0.1, 100 );
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+
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+ scene = new THREE.Scene();
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+
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+ renderer = new THREE.WebGPURenderer( { antialias: false } );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setAnimationLoop( animate );
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+ renderer.toneMapping = THREE.ACESFilmicToneMapping;
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+ renderer.toneMappingExposure = 0.5;
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+ renderer.shadowMap.enabled = true;
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+ document.body.appendChild( renderer.domElement );
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+
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+ //
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+
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+ renderPipeline = new THREE.RenderPipeline( renderer );
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+
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+ const scenePass = pass( scene, camera );
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+ scenePass.setMRT( mrt( {
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+ output: output,
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+ diffuseColor: diffuseColor,
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+ normal: directionToColor( normalView ),
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+ velocity: velocity
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+ } ) );
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+
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+ const scenePassColor = scenePass.getTextureNode( 'output' );
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+ const scenePassDiffuse = scenePass.getTextureNode( 'diffuseColor' );
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+ const scenePassDepth = scenePass.getTextureNode( 'depth' );
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+ const scenePassNormal = scenePass.getTextureNode( 'normal' );
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+ const scenePassVelocity = scenePass.getTextureNode( 'velocity' );
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+
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+ // bandwidth optimization
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+
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+ const diffuseTexture = scenePass.getTexture( 'diffuseColor' );
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+ diffuseTexture.type = THREE.UnsignedByteType;
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+
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+ const normalTexture = scenePass.getTexture( 'normal' );
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+ normalTexture.type = THREE.UnsignedByteType;
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+
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+ const sceneNormal = sample( ( uv ) => {
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+
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+ return colorToDirection( scenePassNormal.sample( uv ) );
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+
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+ } );
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+
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+ // gi
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+
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+ const giPass = ssgi( scenePassColor, scenePassDepth, sceneNormal, camera );
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+ giPass.sliceCount.value = 2;
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+ giPass.stepCount.value = 8;
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+
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+ // composite
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+
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+ const gi = giPass.rgb;
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+ const ao = giPass.a;
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+
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+ const compositePass = vec4(
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+ add( scenePassColor.rgb.mul( ao ), scenePassDiffuse.rgb.mul( gi ) ),
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+ scenePassColor.a
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+ );
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+
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+ // traa
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+
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+ const traaPass = traa( compositePass, scenePassDepth, scenePassVelocity, camera );
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+ renderPipeline.outputNode = traaPass;
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+
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+ // light
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+
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+ mouseLight = new THREE.PointLight( 0xffffff, 80 );
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+ mouseLight.position.set( 0, BOX_HEIGHT / 2, BOX_DEPTH / 2 );
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+ mouseLight.castShadow = true;
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+ mouseLight.shadow.mapSize.set( 1024, 1024 );
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+ mouseLight.shadow.radius = 20;
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+ scene.add( mouseLight );
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+
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+ //
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+
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+ raycaster = new THREE.Raycaster();
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+ pointer = new THREE.Vector2();
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+
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+ rebuildScene();
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+
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+ //
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+
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+ renderer.domElement.addEventListener( 'pointerdown', onPointerDown );
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+ renderer.domElement.addEventListener( 'pointermove', onPointerMove );
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+ renderer.domElement.addEventListener( 'pointerup', onPointerUp );
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+ renderer.domElement.addEventListener( 'pointercancel', onPointerUp );
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function getBoxWidth() {
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+
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+ const aspect = window.innerWidth / window.innerHeight;
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+ const vFov = THREE.MathUtils.degToRad( CAM_FOV / 2 );
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+ const dist = ( BOX_HEIGHT / 2 ) / Math.tan( vFov );
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+ return Math.tan( vFov ) * aspect * dist * 2;
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+
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+ }
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+
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+ function getBallCount() {
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+
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+ const roomVolume = boxSize.w * boxSize.h * boxSize.d;
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+ const ballVolume = ( 4 / 3 ) * Math.PI * Math.pow( BALL_RADIUS, 3 );
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+ return Math.floor( roomVolume * FILL_RATIO * PACKING / ballVolume );
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+
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+ }
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+
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+ function rebuildScene() {
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+
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+ for ( const mesh of wallMeshes ) {
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+
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+ scene.remove( mesh );
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+ mesh.geometry.dispose();
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+
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+ }
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+
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+ wallMeshes = [];
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+
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+ if ( ballsMesh ) {
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+
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+ scene.remove( ballsMesh );
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+ ballsMesh.dispose();
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+ ballsMesh = null;
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+
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+ }
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+
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+ bodies = [];
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+
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+ boxSize.w = getBoxWidth();
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+ ballCount = getBallCount();
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+
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+ world = new World( {
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+ gravity: [ 0, - 9.81, 0 ],
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+ solveVelocityIterations: 6,
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+ solvePositionIterations: 2,
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+ linearDamping: 0.1,
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+ angularDamping: 0.1,
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+ restitution: 0.4,
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+ friction: 0.5
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+ } );
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+
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+ fitCameraToBox();
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+ createBox();
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+ createBalls();
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+
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+ }
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+
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+ function createBox() {
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+
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+ const hw = boxSize.w / 2;
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+ const hh = boxSize.h / 2;
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+ const hd = boxSize.d / 2;
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+ const t = WALL_THICKNESS;
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+
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+ const whiteMaterial = new THREE.MeshPhysicalMaterial( {
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+ color: 0xeeeeee,
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+ roughness: 0.7,
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+ metalness: 0.0
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+ } );
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+
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+ const redMaterial = new THREE.MeshPhysicalMaterial( {
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+ color: 0xff2222,
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+ roughness: 0.7,
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+ metalness: 0.0
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+ } );
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+
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+ const greenMaterial = new THREE.MeshPhysicalMaterial( {
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+ color: 0x22ff22,
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+ roughness: 0.7,
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+ metalness: 0.0
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+ } );
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+
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+ const walls = [
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+ { size: [ boxSize.w, t, boxSize.d ], pos: [ 0, - t / 2, 0 ], mat: whiteMaterial },
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+ { size: [ boxSize.w, t, boxSize.d ], pos: [ 0, boxSize.h + t / 2, 0 ], mat: whiteMaterial },
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+ { size: [ boxSize.w, boxSize.h, t ], pos: [ 0, hh, - hd - t / 2 ], mat: whiteMaterial },
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+ { size: [ boxSize.w, boxSize.h, t ], pos: [ 0, hh, hd + t / 2 ], noMesh: true },
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+ { size: [ t, boxSize.h, boxSize.d ], pos: [ - hw - t / 2, hh, 0 ], mat: redMaterial },
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+ { size: [ t, boxSize.h, boxSize.d ], pos: [ hw + t / 2, hh, 0 ], mat: greenMaterial }
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+ ];
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+
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+ for ( const w of walls ) {
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+
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+ const shape = world.createBox( { width: w.size[ 0 ], height: w.size[ 1 ], depth: w.size[ 2 ] } );
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+ world.createStaticBody( { shape, position: w.pos } );
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+
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+ if ( ! w.noMesh ) {
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+
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+ const geo = new THREE.BoxGeometry( w.size[ 0 ], w.size[ 1 ], w.size[ 2 ] );
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+ const mesh = new THREE.Mesh( geo, w.mat );
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+ mesh.position.set( ...w.pos );
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+ mesh.receiveShadow = true;
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+ scene.add( mesh );
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+ wallMeshes.push( mesh );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ function createBalls() {
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+
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+ const sphereGeo = new THREE.SphereGeometry( BALL_RADIUS, 32, 16 );
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+ const sphereShape = world.createSphere( { radius: BALL_RADIUS } );
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+
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+ const material = new THREE.MeshPhysicalMaterial( {
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+ roughness: 0.3,
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+ metalness: 0.1
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+ } );
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+
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+ ballsMesh = new THREE.InstancedMesh( sphereGeo, material, ballCount );
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+ ballsMesh.castShadow = true;
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+ ballsMesh.receiveShadow = true;
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+ scene.add( ballsMesh );
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+
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+ const colors = [
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+ 0xff4444, 0x44ff44, 0x4488ff, 0xffaa00, 0xff44ff,
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+ 0x44ffff, 0xffff44, 0xff8844, 0x8844ff, 0x44ff88
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+ ];
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+
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+ const color = new THREE.Color();
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+ const hw = boxSize.w / 2 - BALL_RADIUS - 0.1;
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+ const hd = boxSize.d / 2 - BALL_RADIUS - 0.1;
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+
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+ for ( let i = 0; i < ballCount; i ++ ) {
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+
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+ color.set( colors[ i % colors.length ] );
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+ ballsMesh.setColorAt( i, color );
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+
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+ const x = ( Math.random() - 0.5 ) * 2 * hw;
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+ const y = BALL_RADIUS + Math.random() * ( boxSize.h - BALL_RADIUS * 2 );
|
|
|
|
|
+ const z = ( Math.random() - 0.5 ) * 2 * hd;
|
|
|
|
|
+
|
|
|
|
|
+ const body = world.createDynamicBody( {
|
|
|
|
|
+ shape: sphereShape,
|
|
|
|
|
+ position: [ x, y, z ],
|
|
|
|
|
+ mass: 1,
|
|
|
|
|
+ restitution: 0.5,
|
|
|
|
|
+ friction: 0.4
|
|
|
|
|
+ } );
|
|
|
|
|
+
|
|
|
|
|
+ bodies.push( body );
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ function onPointerDown( event ) {
|
|
|
|
|
+
|
|
|
|
|
+ activePointers.add( event.pointerId );
|
|
|
|
|
+
|
|
|
|
|
+ if ( event.pointerType === 'touch' ) {
|
|
|
|
|
+
|
|
|
|
|
+ pointerDown = activePointers.size >= 2;
|
|
|
|
|
+
|
|
|
|
|
+ } else {
|
|
|
|
|
+
|
|
|
|
|
+ pointerDown = true;
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ function onPointerUp( event ) {
|
|
|
|
|
+
|
|
|
|
|
+ activePointers.delete( event.pointerId );
|
|
|
|
|
+
|
|
|
|
|
+ if ( event.pointerType === 'touch' ) {
|
|
|
|
|
+
|
|
|
|
|
+ pointerDown = activePointers.size >= 2;
|
|
|
|
|
+
|
|
|
|
|
+ } else {
|
|
|
|
|
+
|
|
|
|
|
+ pointerDown = false;
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ function onPointerMove( event ) {
|
|
|
|
|
+
|
|
|
|
|
+ pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
|
|
|
|
|
+ pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
|
|
|
|
|
+
|
|
|
|
|
+ raycaster.setFromCamera( pointer, camera );
|
|
|
|
|
+
|
|
|
|
|
+ mouseRayOriginTarget.copy( raycaster.ray.origin );
|
|
|
|
|
+ mouseRayDirTarget.copy( raycaster.ray.direction );
|
|
|
|
|
+ mouseMoving = true;
|
|
|
|
|
+ clearTimeout( mouseStopTimer );
|
|
|
|
|
+ mouseStopTimer = setTimeout( () => mouseMoving = false, 50 );
|
|
|
|
|
+
|
|
|
|
|
+ const frontPlane = new THREE.Plane( new THREE.Vector3( 0, 0, 1 ), - boxSize.d / 2 );
|
|
|
|
|
+ const hit = new THREE.Vector3();
|
|
|
|
|
+ if ( raycaster.ray.intersectPlane( frontPlane, hit ) ) {
|
|
|
|
|
+
|
|
|
|
|
+ mouseLightTarget.copy( hit );
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ function respawnBalls() {
|
|
|
|
|
+
|
|
|
|
|
+ const hw = boxSize.w / 2 - BALL_RADIUS - 0.1;
|
|
|
|
|
+ const hd = boxSize.d / 2 - BALL_RADIUS - 0.1;
|
|
|
|
|
+ const count = 5;
|
|
|
|
|
+
|
|
|
|
|
+ for ( let i = 0; i < count; i ++ ) {
|
|
|
|
|
+
|
|
|
|
|
+ const body = bodies[ Math.floor( Math.random() * bodies.length ) ];
|
|
|
|
|
+
|
|
|
|
|
+ body.position.set( [
|
|
|
|
|
+ ( Math.random() - 0.5 ) * 2 * hw,
|
|
|
|
|
+ boxSize.h - BALL_RADIUS - Math.random() * 1,
|
|
|
|
|
+ ( Math.random() - 0.5 ) * 2 * hd
|
|
|
|
|
+ ] );
|
|
|
|
|
+ body.linearVelocity.set( [ 0, 0, 0 ] );
|
|
|
|
|
+ body.angularVelocity.set( [ 0, 0, 0 ] );
|
|
|
|
|
+ body.commitChanges();
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ function fitCameraToBox() {
|
|
|
|
|
+
|
|
|
|
|
+ const vFov = THREE.MathUtils.degToRad( CAM_FOV / 2 );
|
|
|
|
|
+ const dist = ( boxSize.h / 2 ) / Math.tan( vFov );
|
|
|
|
|
+
|
|
|
|
|
+ camera.aspect = window.innerWidth / window.innerHeight;
|
|
|
|
|
+ camera.position.set( 0, boxSize.h / 2, dist + boxSize.d / 2 );
|
|
|
|
|
+ camera.lookAt( 0, boxSize.h / 2, 0 );
|
|
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ function onWindowResize() {
|
|
|
|
|
+
|
|
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
|
+ rebuildScene();
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ const timer = new THREE.Timer();
|
|
|
|
|
+ const _dummy = new THREE.Object3D();
|
|
|
|
|
+
|
|
|
|
|
+ function animate() {
|
|
|
|
|
+
|
|
|
|
|
+ timer.update();
|
|
|
|
|
+ const dt = Math.min( timer.getDelta(), 1 / 30 );
|
|
|
|
|
+
|
|
|
|
|
+ const easeFactor = 1 - Math.exp( - EASE_SPEED * dt );
|
|
|
|
|
+ mouseRayOrigin.lerp( mouseRayOriginTarget, easeFactor );
|
|
|
|
|
+ mouseRayDir.lerp( mouseRayDirTarget, easeFactor );
|
|
|
|
|
+ mouseLight.position.lerp( mouseLightTarget, easeFactor );
|
|
|
|
|
+
|
|
|
|
|
+ if ( pointerDown ) {
|
|
|
|
|
+
|
|
|
|
|
+ respawnBalls();
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if ( mouseMoving ) {
|
|
|
|
|
+
|
|
|
|
|
+ const pushRadius = 1.5;
|
|
|
|
|
+ const pushStrength = 15;
|
|
|
|
|
+ const _closest = new THREE.Vector3();
|
|
|
|
|
+ const _ballPos = new THREE.Vector3();
|
|
|
|
|
+ const _pushDir = new THREE.Vector3();
|
|
|
|
|
+
|
|
|
|
|
+ for ( const body of bodies ) {
|
|
|
|
|
+
|
|
|
|
|
+ const bp = body.position;
|
|
|
|
|
+ _ballPos.set( bp.x, bp.y, bp.z );
|
|
|
|
|
+
|
|
|
|
|
+ const ray = new THREE.Ray( mouseRayOrigin, mouseRayDir );
|
|
|
|
|
+ ray.closestPointToPoint( _ballPos, _closest );
|
|
|
|
|
+
|
|
|
|
|
+ const dist = _closest.distanceTo( _ballPos );
|
|
|
|
|
+
|
|
|
|
|
+ if ( dist < pushRadius ) {
|
|
|
|
|
+
|
|
|
|
|
+ _pushDir.subVectors( _ballPos, _closest );
|
|
|
|
|
+ if ( _pushDir.lengthSq() < 0.001 ) _pushDir.set( 0, 1, 0 );
|
|
|
|
|
+ _pushDir.normalize();
|
|
|
|
|
+
|
|
|
|
|
+ const strength = pushStrength * ( 1 - dist / pushRadius );
|
|
|
|
|
+ body.applyLinearImpulse( {
|
|
|
|
|
+ x: _pushDir.x * strength,
|
|
|
|
|
+ y: _pushDir.y * strength,
|
|
|
|
|
+ z: _pushDir.z * strength
|
|
|
|
|
+ } );
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if ( world ) {
|
|
|
|
|
+
|
|
|
|
|
+ world.advanceTime( 1 / 60, dt );
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ for ( let i = 0; i < bodies.length; i ++ ) {
|
|
|
|
|
+
|
|
|
|
|
+ const body = bodies[ i ];
|
|
|
|
|
+ const p = body.position;
|
|
|
|
|
+ const q = body.orientation;
|
|
|
|
|
+
|
|
|
|
|
+ _dummy.position.set( p.x, p.y, p.z );
|
|
|
|
|
+ _dummy.quaternion.set( q.x, q.y, q.z, q.w );
|
|
|
|
|
+ _dummy.updateMatrix();
|
|
|
|
|
+
|
|
|
|
|
+ ballsMesh.setMatrixAt( i, _dummy.matrix );
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ ballsMesh.instanceMatrix.needsUpdate = true;
|
|
|
|
|
+
|
|
|
|
|
+ renderPipeline.render();
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ </script>
|
|
|
|
|
+
|
|
|
|
|
+ </body>
|
|
|
|
|
+</html>
|