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Examples: Add Compute Attractors Particles (#28983)

* Examples: Add Compute Attractors Particles

* Examples: Compute Attractors Particles: Remove unsued import

* clean up
Bruno Simon hace 1 año
padre
commit
ee05284798

+ 1 - 0
examples/files.json

@@ -402,6 +402,7 @@
 		"webgpu_textures_anisotropy",
 		"webgpu_textures_partialupdate",
 		"webgpu_tsl_coffee_smoke",
+		"webgpu_tsl_compute_attractors_particles",
 		"webgpu_tsl_editor",
 		"webgpu_tsl_galaxy",
 		"webgpu_tsl_transpiler",

BIN
examples/screenshots/webgpu_tsl_compute_attractors_particles.jpg


+ 355 - 0
examples/webgpu_tsl_compute_attractors_particles.html

@@ -0,0 +1,355 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - attractors particles</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<link type="text/css" rel="stylesheet" href="main.css">
+	</head>
+	<body>
+
+		<div id="info">
+			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Compute Attractors Particles
+		</div>
+
+		<script type="importmap">
+			{
+				"imports": {
+					"three": "../build/three.webgpu.js",
+					"three/tsl": "../build/three.webgpu.js",
+					"three/addons/": "./jsm/"
+				}
+			}
+		</script>
+
+		<script type="module">
+
+			import * as THREE from 'three';
+			import { float, If, PI, color, cos, instanceIndex, loop, mix, mod, sin, storage, tslFn, uint, uniform, uniformArray, vec3, vec4 } from 'three/tsl';
+
+			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
+			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+			import { TransformControls } from 'three/addons/controls/TransformControls.js';
+
+			let camera, scene, renderer, controls, updateCompute;
+
+			init();
+
+			function init() {
+
+				camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.1, 100 );
+				camera.position.set( 3, 5, 8 );
+
+				scene = new THREE.Scene();
+
+				// ambient light
+
+				const ambientLight = new THREE.AmbientLight( '#ffffff', 0.5 );
+				scene.add( ambientLight );
+
+				// directional light
+
+				const directionalLight = new THREE.DirectionalLight( '#ffffff', 1.5 );
+				directionalLight.position.set( 4, 2, 0 );
+				scene.add( directionalLight );
+
+				// renderer
+
+				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setAnimationLoop( animate );
+				renderer.setClearColor( '#000000' );
+				document.body.appendChild( renderer.domElement );
+
+				controls = new OrbitControls( camera, renderer.domElement );
+				controls.enableDamping = true;
+				controls.minDistance = 0.1;
+				controls.maxDistance = 50;
+
+				window.addEventListener( 'resize', onWindowResize );
+
+				// attractors
+
+				const attractorsPositions = uniformArray( [
+					new THREE.Vector3( - 1, 0, 0 ),
+					new THREE.Vector3( 1, 0, - 0.5 ),
+					new THREE.Vector3( 0, 0.5, 1 )
+				] );
+				const attractorsRotationAxes = uniformArray( [
+					new THREE.Vector3( 0, 1, 0 ),
+					new THREE.Vector3( 0, 1, 0 ),
+					new THREE.Vector3( 1, 0, - 0.5 ).normalize()
+				] );
+				const attractorsLength = uniform( attractorsPositions.array.length );
+				const attractors = [];
+				const helpersRingGeometry = new THREE.RingGeometry( 1, 1.02, 32, 1, 0, Math.PI * 1.5 );
+				const helpersArrowGeometry = new THREE.ConeGeometry( 0.1, 0.4, 12, 1, false );
+				const helpersMaterial = new THREE.MeshBasicMaterial( { side: THREE.DoubleSide } );
+
+				for ( let i = 0; i < attractorsPositions.array.length; i ++ ) {
+
+					const attractor = {};
+
+					attractor.position = attractorsPositions.array[ i ];
+					attractor.orientation = attractorsRotationAxes.array[ i ];
+					attractor.reference = new THREE.Object3D();
+					attractor.reference.position.copy( attractor.position );
+					attractor.reference.quaternion.setFromUnitVectors( new THREE.Vector3( 0, 1, 0 ), attractor.orientation );
+					scene.add( attractor.reference );
+
+					attractor.helper = new THREE.Group();
+					attractor.helper.scale.setScalar( 0.325 );
+					attractor.reference.add( attractor.helper );
+
+					attractor.ring = new THREE.Mesh( helpersRingGeometry, helpersMaterial );
+					attractor.ring.rotation.x = - Math.PI * 0.5;
+					attractor.helper.add( attractor.ring );
+
+					attractor.arrow = new THREE.Mesh( helpersArrowGeometry, helpersMaterial );
+					attractor.arrow.position.x = 1;
+					attractor.arrow.position.z = 0.2;
+					attractor.arrow.rotation.x = Math.PI * 0.5;
+					attractor.helper.add( attractor.arrow );
+
+					attractor.controls = new TransformControls( camera, renderer.domElement );
+					attractor.controls.mode = 'rotate';
+					attractor.controls.size = 0.5;
+					attractor.controls.attach( attractor.reference );
+					attractor.controls.visible = true;
+					attractor.controls.enabled = attractor.controls.visible;
+					scene.add( attractor.controls );
+			
+					attractor.controls.addEventListener( 'dragging-changed', ( event ) => {
+
+						controls.enabled = ! event.value;
+			
+					} );
+			
+					attractor.controls.addEventListener( 'change', () => {
+
+						attractor.position.copy( attractor.reference.position );
+						attractor.orientation.copy( new THREE.Vector3( 0, 1, 0 ).applyQuaternion( attractor.reference.quaternion ) );
+			
+					} );
+
+					attractors.push( attractor );
+			
+				}
+
+				// particles
+
+				const count = Math.pow( 2, 18 );
+				const material = new THREE.SpriteNodeMaterial( { transparent: true, blending: THREE.AdditiveBlending, depthWrite: false } );
+
+				const attractorMass = uniform( Number( `1e${7}` ) );
+				const particleGlobalMass = uniform( Number( `1e${4}` ) );
+				const timeScale = uniform( 1 );
+				const spinningStrength = uniform( 2.75 );
+				const maxSpeed = uniform( 8 );
+				const gravityConstant = 6.67e-11;
+				const velocityDamping = uniform( 0.1 );
+				const scale = uniform( 0.008 );
+				const boundHalfExtent = uniform( 8 );
+				const colorA = uniform( color( '#5900ff' ) );
+				const colorB = uniform( color( '#ffa575' ) );
+
+				const positionBuffer = storage( new THREE.StorageInstancedBufferAttribute( count, 3 ), 'vec3', count );
+				const velocityBuffer = storage( new THREE.StorageInstancedBufferAttribute( count, 3 ), 'vec3', count );
+
+				const sphericalToVec3 = tslFn( ( [ phi, theta ] ) => {
+
+					const sinPhiRadius = sin( phi );
+
+					return vec3(
+						sinPhiRadius.mul( sin( theta ) ),
+						cos( phi ),
+						sinPhiRadius.mul( cos( theta ) )
+					);
+			
+				} );
+
+				// init compute
+
+				const init = tslFn( () => {
+
+					const position = positionBuffer.element( instanceIndex );
+					const velocity = velocityBuffer.element( instanceIndex );
+
+					const basePosition = vec3(
+						instanceIndex.add( uint( Math.random() * 0xffffff ) ).hash(),
+						instanceIndex.add( uint( Math.random() * 0xffffff ) ).hash(),
+						instanceIndex.add( uint( Math.random() * 0xffffff ) ).hash()
+					).sub( 0.5 ).mul( vec3( 5, 0.2, 5 ) );
+					position.assign( basePosition );
+
+					const phi = instanceIndex.add( uint( Math.random() * 0xffffff ) ).hash().mul( PI ).mul( 2 );
+					const theta = instanceIndex.add( uint( Math.random() * 0xffffff ) ).hash().mul( PI );
+					const baseVelocity = sphericalToVec3( phi, theta ).mul( 0.05 );
+					velocity.assign( baseVelocity );
+			
+				} );
+
+				const initCompute = init().compute( count );
+
+				const reset = () => {
+
+					renderer.compute( initCompute );
+			
+				};
+
+				reset();
+
+				// update compute
+
+				const particleMassMultiplier = instanceIndex.add( uint( Math.random() * 0xffffff ) ).hash().remap( 0.25, 1 ).toVar();
+				const particleMass = particleMassMultiplier.mul( particleGlobalMass ).toVar();
+
+				const update = tslFn( () => {
+
+					// const delta = timerDelta().mul( timeScale ).min( 1 / 30 ).toVar();
+					const delta = float( 1 / 60 ).mul( timeScale ).toVar(); // uses fixed delta to consistant result
+					const position = positionBuffer.element( instanceIndex );
+					const velocity = velocityBuffer.element( instanceIndex );
+
+					// force
+
+					const force = vec3( 0 ).toVar();
+
+					loop( attractorsLength, ( { i } ) => {
+
+						const attractorPosition = attractorsPositions.element( i );
+						const attractorRotationAxis = attractorsRotationAxes.element( i );
+						const toAttractor = attractorPosition.sub( position );
+						const distance = toAttractor.length();
+						const direction = toAttractor.normalize();
+
+						// gravity
+						const gravityStrength = attractorMass.mul( particleMass ).mul( gravityConstant ).div( distance.pow( 2 ) ).toVar();
+						const gravityForce = direction.mul( gravityStrength );
+						force.addAssign( gravityForce );
+
+						// spinning
+						const spinningForce = attractorRotationAxis.mul( gravityStrength ).mul( spinningStrength );
+						const spinningVelocity = spinningForce.cross( toAttractor );
+						force.addAssign( spinningVelocity );
+			
+					} );
+
+					// velocity
+
+					velocity.addAssign( force.mul( delta ) );
+					const speed = velocity.length();
+					If( speed.greaterThan( maxSpeed ), () => {
+
+						velocity.assign( velocity.normalize().mul( maxSpeed ) );
+			
+					} );
+					velocity.mulAssign( velocityDamping.oneMinus() );
+
+					// position
+
+					position.addAssign( velocity.mul( delta ) );
+
+					// box loop
+
+					const halfHalfExtent = boundHalfExtent.div( 2 ).toVar();
+					position.assign( mod( position.add( halfHalfExtent ), boundHalfExtent ).sub( halfHalfExtent ) );
+			
+				} );
+				updateCompute = update().compute( count );
+
+				// nodes
+
+				material.positionNode = positionBuffer.toAttribute();
+
+				material.colorNode = tslFn( () => {
+
+					const velocity = velocityBuffer.toAttribute();
+					const speed = velocity.length();
+					const colorMix = speed.div( maxSpeed ).smoothstep( 0, 0.5 );
+					const finalColor = mix( colorA, colorB, colorMix );
+
+					return vec4( finalColor, 1 );
+			
+				} )();
+
+				material.scaleNode = particleMassMultiplier.mul( scale );
+
+				// mesh
+
+				const geometry = new THREE.PlaneGeometry( 1, 1 );
+				const mesh = new THREE.InstancedMesh( geometry, material, count );
+				scene.add( mesh );
+
+				// debug
+
+				const gui = new GUI();
+
+				gui.add( { attractorMassExponent: attractorMass.value.toString().length - 1 }, 'attractorMassExponent', 1, 10, 1 ).onChange( value => attractorMass.value = Number( `1e${value}` ) );
+				gui.add( { particleGlobalMassExponent: particleGlobalMass.value.toString().length - 1 }, 'particleGlobalMassExponent', 1, 10, 1 ).onChange( value => particleGlobalMass.value = Number( `1e${value}` ) );
+				gui.add( maxSpeed, 'value', 0, 10, 0.01 ).name( 'maxSpeed' );
+				gui.add( velocityDamping, 'value', 0, 0.1, 0.001 ).name( 'velocityDamping' );
+				gui.add( spinningStrength, 'value', 0, 10, 0.01 ).name( 'spinningStrength' );
+				gui.add( scale, 'value', 0, 0.1, 0.001 ).name( 'scale' );
+				gui.add( boundHalfExtent, 'value', 0, 20, 0.01 ).name( 'boundHalfExtent' );
+				gui.addColor( { color: colorA.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorA' ).onChange( value => colorA.value.set( value ) );
+				gui.addColor( { color: colorB.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorB' ).onChange( value => colorB.value.set( value ) );
+				gui
+					.add( { controlsMode: attractors[ 0 ].controls.mode }, 'controlsMode' )
+					.options( [ 'translate', 'rotate', 'none' ] )
+					.onChange( value => {
+
+						for ( const attractor of attractors ) {
+
+							if ( value === 'none' ) {
+
+								attractor.controls.visible = false;
+								attractor.controls.enabled = false;
+			
+							} else {
+
+								attractor.controls.visible = true;
+								attractor.controls.enabled = true;
+								attractor.controls.mode = value;
+			
+							}
+			
+						}
+			
+					} );
+
+				gui
+					.add( { helperVisible: attractors[ 0 ].helper.visible }, 'helperVisible' )
+					.onChange( value => {
+
+						for ( const attractor of attractors )
+							attractor.helper.visible = value;
+			
+					} );
+
+				gui.add( { reset }, 'reset' );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			async function animate() {
+			
+				controls.update();
+
+    			renderer.compute( updateCompute );
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

+ 1 - 0
test/e2e/puppeteer.js

@@ -152,6 +152,7 @@ const exceptionList = [
 	'webgpu_tsl_coffee_smoke',
 	'webgpu_tsl_vfx_flames',
 	'webgpu_tsl_galaxy',
+	'webgpu_tsl_compute_attractors_particles',
 
 	// WebGPU idleTime and parseTime too low
 	'webgpu_compute_particles',

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