Reputation: 3517
I'm using the following code to animate some particles in a particle system in Three.js.
for(var i = 0; i < particleSystem.geometry.vertices.length; i++ ){
var pX = Math.sin(i + counter) * 100 + Math.random() * 20,
pY = Math.cos(i + counter) * 100 + Math.random() * 20,
pZ = Math.sin(i + counter) * 100 + Math.random() * 20;
particleSystem.geometry.vertices[i] = new THREE.Vector3(pX, pY, pZ);
}
It works by changing the vertices of the particles. It changes them fine with no error, but there is no update. I can move around and all of the other animation is working fine. This is in my animate()
function, like this:
function animate(){
for(var i = 0; i < particleSystem.geometry.vertices.length; i++ ){
var pX = Math.sin(i + counter) * 100 + Math.random() * 20,
pY = Math.cos(i + counter) * 100 + Math.random() * 20,
pZ = Math.sin(i + counter) * 100 + Math.random() * 20;
particleSystem.geometry.vertices[i] = new THREE.Vector3(pX, pY, pZ);
}
counter += 1;
requestAnimationFrame(animate); // So it stops when you change window and otherwise repeats
renderer.render(scene,camera); // Render
controls.update(clock.getDelta()); // Update control/camera movement information
}
Upvotes: 1
Views: 2677
Reputation: 1533
First, I think you should update the vertices, not replacing them by new instances:
particleSystem.geometry.vertices[i].set( pX, pY, pZ );
Then, you also may have to tell Three.js that the vertices have changed:
particleSystem.geometry.verticesNeedUpdate = true;
These should be done during the update()
Upvotes: 4