Reputation: 1391
I have the following setup for my THREE.Points
Object:
this.particleGeometry = new THREE.BufferGeometry()
this.particleMaterial = new THREE.ShaderMaterial(
{
vertexShader: vshader,
fragmentShader: fshader,
blending: THREE.AdditiveBlending,
depthWrite: false,
uniforms: {
uTime: new THREE.Uniform(0),
uMousePosition: this.mousePosition
}
}
)
and then some code to place points in the BufferGeometry
on a sphere. That is working fine.
I also set up a Raycaster to track the mouse position intersecting a hidden plane and then update the uniform uMousePosition
accordingly. That also works fine, I get the mouse position sent to my vertex shader.
Now I am trying to make the particles that are in a certain distance d
to the mouse push away from it where the closest ones are pushed most of course, and also apply a gravity back to their original position to restore everything after time.
So here is what I have in my vertex shader:
void main() {
float lerp(float a, float b, float amount) {
return a + (b - a) * amount;
}
void main() {
vec3 p = position;
float dist = min(distance(p, mousePosition), 1.);
float lerpFactor = .2;
p.x = lerp(p.x, position.x * dist, lerpFactor);
p.y = lerp(p.y, position.y * dist, lerpFactor);
p.z = lerp(p.z, position.z * dist, lerpFactor);//Mouse is always in z=0
vec4 mvPosition = modelViewMatrix * vec4(p, 1.);
gl_PointSize = 30. * (1. / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
}
And here is what it looks like when the mouse is outside the sphere (added a small sphere that moves with the mouseposition to indicate the mouseposition)
And here when the mouse is inside:
Outside already looks kind of correct, but mouse inside only moves the particles closer back to their original position, where it should push them further outside instead. I guess I somehow have to determine the direction of the distance.
Also, the lerp method does not lerp, the particles directly jump to their position.
So I wonder how I get the correct distance to the mouse to always move the particles in a certain area and also how to animate the lerp / gravity effect.
Upvotes: 3
Views: 3572
Reputation: 175
Thanks @prisoner849 for the pen!
In case someone wants to know how to handle a rotating object collision where the local coordinate system does not match the world anymore:
https://codepen.io/benedictlang/pen/WNqEKxo
body{
position: relative;
overflow: hidden;
margin: 0;
height: 100%;
width: 100%;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/[email protected]";
import { OrbitControls } from "https://cdn.skypack.dev/[email protected]/examples/jsm/controls/OrbitControls.js";
import * as BufferGeometryUtils from "https://cdn.skypack.dev/[email protected]/examples/jsm/utils/BufferGeometryUtils.js";
// Create scene, camera, and renderer
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
// Create a marker cylinder
let marker = new THREE.Mesh(
new THREE.CylinderGeometry(0.5, 0.5, 2, 16),
new THREE.MeshBasicMaterial({ color: "red", wireframe: true })
);
scene.add(marker);
// Create IcosahedronGeometry and merge vertices
let g = new THREE.IcosahedronGeometry(4, 20);
g = BufferGeometryUtils.mergeVertices(g);
// Define uniforms
let uniforms = {
mousePos: { value: new THREE.Vector3() }
};
// Define vertex and fragment shaders
let vertexShader = `
uniform vec3 mousePos;
varying float vDist;
void main() {
vec3 seg = position - mousePos;
float dist = length(seg);
float force = clamp(1.0 / (dist * dist), 0.0, 1.0);
vec3 newPosition = position + normalize(seg) * force;
vDist = dist;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
gl_PointSize = 1.0;
}
`;
let fragmentShader = `
varying float vDist;
void main() {
vec3 color;
float alpha;
if (vDist < 2.0) {
color = vec3(1.0, 0.0, 1.0); // Magenta color for particles influenced by the marker
alpha = 1.0;
} else {
color = vec3(0.0, 1.0, 1.0); // Cyan color for particles not influenced by the marker
alpha = 1.0;
}
gl_FragColor = vec4(color, alpha);
}
`;
// Create ShaderMaterial
let material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true,
depthTest: false // Disable depth testing for particles
});
// Create Points object
let p = new THREE.Points(g, material);
scene.add(p);
let clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
let t = clock.getElapsedTime();
// Rotate the IcosahedronGeometry continuously
p.rotation.x += 0.01;
p.rotation.y += 0.01;
// Compute the inverse of the object's world matrix
p.updateMatrixWorld(); // Ensure the matrix world is up-to-date
// Create a new matrix and copy the world matrix of the geometry
let inverseMatrix = new THREE.Matrix4().copy(p.matrixWorld).invert();
// Calculate the marker position in local coordinates
let markerLocalPosition = marker.position.clone().applyMatrix4(inverseMatrix);
// Update the mouse position uniform with the local position
uniforms.mousePos.value.copy(markerLocalPosition);
// Move the marker
marker.position.x = Math.sin(t * 0.5) * 5;
marker.position.y = Math.cos(t * 0.3) * 5;
// Render the scene
renderer.render(scene, camera);
});
</script>
Upvotes: 0
Reputation: 17596
That's how you could do it as a first approximation:
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/[email protected]";
import {OrbitControls} from "https://cdn.skypack.dev/[email protected]/examples/jsm/controls/OrbitControls.js";
import * as BufferGeometryUtils from "https://cdn.skypack.dev/[email protected]/examples/jsm/utils/BufferGeometryUtils.js";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let marker = new THREE.Mesh(new THREE.SphereGeometry(0.5, 16, 8), new THREE.MeshBasicMaterial({color: "red", wireframe: true}));
scene.add(marker);
let g = new THREE.IcosahedronGeometry(4, 20);
g = BufferGeometryUtils.mergeVertices(g);
let uniforms = {
mousePos: {value: new THREE.Vector3()}
}
let m = new THREE.PointsMaterial({
size: 0.1,
onBeforeCompile: shader => {
shader.uniforms.mousePos = uniforms.mousePos;
shader.vertexShader = `
uniform vec3 mousePos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vec3 seg = position - mousePos;
vec3 dir = normalize(seg);
float dist = length(seg);
if (dist < 2.){
float force = clamp(1. / (dist * dist), 0., 1.);
transformed += dir * force;
}
`
);
console.log(shader.vertexShader);
}
});
let p = new THREE.Points(g, m);
scene.add(p);
let clock = new THREE.Clock();
renderer.setAnimationLoop( _ => {
let t = clock.getElapsedTime();
marker.position.x = Math.sin(t * 0.5) * 5;
marker.position.y = Math.cos(t * 0.3) * 5;
uniforms.mousePos.value.copy(marker.position);
renderer.render(scene, camera);
})
</script>
Upvotes: 9