Particle class
with orbitControls, XZgrid, info
by Leoooo
HTML
<div id="info">particle prototype
</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/stats.js/r16/Stats.min.js"></script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
class Particle {
constructor (mesh)
{
this.pos = new THREE.Vector3()
this.vel = new THREE.Vector3()
this.force = new THREE.Vector3(0,-10,0)
this.mesh = mesh;
scene.add (mesh) // add to scene when particle is created
}
update (dt) {
this.vel.add (this.force.clone().multiplyScalar (dt))
this.pos.add (this.vel.clone().multiplyScalar(dt))
// simple plane collision at y = -25
if (this.pos.y < -25) {
this.pos.y = -25;
this.vel.y = - 0.9*this.vel.y;
}
this.mesh.position.copy (this.pos)
}
}
///////////////////////////////////////////////////////////
var camera, scene, renderer;
var balls =[];
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-50, 50, 50, -50, -10, 100);
camera.position.z = 10;
let ground = new THREE.Mesh (new THREE.PlaneGeometry(100,50), new THREE.MeshBasicMaterial({color:'green'}))
scene.add (ground)
ground.position.y = -50
/////////////////////////////////////////////////////////
let ballMesh = new THREE.Mesh (new THREE.CircleGeometry (2,10), new THREE.MeshBasicMaterial())
for (let i = 0; i < 3; i++) {
balls[i] = new Particle (ballMesh.clone())
balls[i].pos.set (10*i, 0, 0)
}
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
let whratio = window.innerWidth/window.innerHeight;
camera.left = -50*whratio;
camera.right = 50*whratio;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
dt = 0.1;
balls.forEach ( function(b) {b.update(dt)} )
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}