npm install --save three
<template>
<div id="indexLizi" />
</template>
<script>
import * as THREE from "three";
export default {
name: "Pointwave",
props: {
amountX: {
type: Number,
default: 50,
},
amountY: {
type: Number,
default: 50,
},
color: {
type: Number,
default: 0x497fb7,
},
top: {
type: Number,
default: 150,
},
},
data() {
return {
count: 0,
mouseX: 0,
windowHalfX: null,
camera: null,
scene: null,
particles: null,
renderer: null,
};
},
mounted() {
this.init();
this.animate();
this.onWindowResize();
},
methods: {
init: function () {
const SEPARATION = 100;
const SCREEN_WIDTH = window.innerWidth;
const SCREEN_HEIGHT = window.innerHeight;
const container = document.createElement("div");
this.windowHalfX = window.innerWidth / 2;
container.style.position = "relative";
container.style.top = `${this.top}px`;
container.style.height = `${SCREEN_HEIGHT - this.top}px`;
document.getElementById("indexLizi").appendChild(container);
this.camera = new THREE.PerspectiveCamera(
75,
SCREEN_WIDTH / SCREEN_HEIGHT,
1,
10000
);
this.camera.position.z = 1000;
this.scene = new THREE.Scene();
const numParticles = this.amountX * this.amountY;
const positions = new Float32Array(numParticles * 3);
const scales = new Float32Array(numParticles);
let i = 0;
let j = 0;
for (let ix = 0; ix < this.amountX; ix++) {
for (let iy = 0; iy < this.amountY; iy++) {
positions[i] = ix * SEPARATION - (this.amountX * SEPARATION) / 2;
positions[i + 1] = 0;
positions[i + 2] = iy * SEPARATION - (this.amountY * SEPARATION) / 2;
scales[j] = 1;
i += 3;
j++;
}
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute(
"position",
new THREE.BufferAttribute(positions, 3)
);
geometry.setAttribute("scale", new THREE.BufferAttribute(scales, 1));
const material = new THREE.ShaderMaterial({
uniforms: {
color: { value: new THREE.Color(this.color) },
},
vertexShader: `
attribute float scale;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 2.0 );
gl_PointSize = scale * ( 300.0 / - mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform vec3 color;
void main() {
if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
gl_FragColor = vec4( color, 1.0 );
}
`,
});
this.particles = new THREE.Points(geometry, material);
this.scene.add(this.particles);
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
this.renderer.setSize(container.clientWidth, container.clientHeight);
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setClearAlpha(0);
container.appendChild(this.renderer.domElement);
window.addEventListener("resize", this.onWindowResize, {
passive: false,
});
document.addEventListener("mousemove", this.onDocumentMouseMove, {
passive: false,
});
document.addEventListener("touchstart", this.onDocumentTouchStart, {
passive: false,
});
document.addEventListener("touchmove", this.onDocumentTouchMove, {
passive: false,
});
},
render: function () {
this.camera.position.x += (this.mouseX - this.camera.position.x) * 0.05;
this.camera.position.y = 400;
this.camera.lookAt(this.scene.position);
const positions = this.particles.geometry.attributes.position.array;
const scales = this.particles.geometry.attributes.scale.array;
let i = 0;
let j = 0;
for (let ix = 0; ix < this.amountX; ix++) {
for (let iy = 0; iy < this.amountY; iy++) {
positions[i + 1] =
Math.sin((ix + this.count) * 0.3) * 100 +
Math.sin((iy + this.count) * 0.5) * 100;
scales[j] =
(Math.sin((ix + this.count) * 0.3) + 1) * 8 +
(Math.sin((iy + this.count) * 0.5) + 1) * 8;
i += 3;
j++;
}
}
this.particles.geometry.attributes.position.needsUpdate = true;
this.particles.geometry.attributes.scale.needsUpdate = true;
this.renderer.render(this.scene, this.camera);
this.count += 0.1;
},
animate: function () {
requestAnimationFrame(this.animate);
this.render();
},
onDocumentMouseMove: function (event) {
this.mouseX = event.clientX - this.windowHalfX;
},
onDocumentTouchStart: function (event) {
if (event.touches.length === 1) {
this.mouseX = event.touches[0].pageX - this.windowHalfX;
}
},
onDocumentTouchMove: function (event) {
if (event.touches.length === 1) {
event.preventDefault();
this.mouseX = event.touches[0].pageX - this.windowHalfX;
}
},
onWindowResize: function () {
console.log("onWindowResize");
this.windowHalfX = window.innerWidth / 2;
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
},
},
};
</script>