THREEjs Particles Wave
Awesome particle wave
by hzhang307
HTML
<script src="http://mrdoob.github.com/three.js/build/three.min.js"></script>
<script src="http://mrdoob.github.com/three.js/examples/js/libs/stats.min.js"></script>
<script src="https://threejs.org/examples/js/renderers/Projector.js"></script>
<script src="https://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<div id="container"></div>
CSS
body {
background-color: white;
margin: 0px;
overflow: hidden;
}
JavaScript
var SEPARATION = 400,
AMOUNTX = 80,
AMOUNTY = 80;
var container, stats;
var camera, scene, renderer;
var particles, particle, count = 0;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 2000;
scene = new THREE.Scene();
particles = new Array();
var PI2 = Math.PI * 2;
var material = new THREE.SpriteCanvasMaterial({
color: 0x29F0D6,
program: function(context) {
context.beginPath();
context.arc(0, 0, 0.5, 0, PI2, true);
context.fill();
}
});
var i = 0;
for (var ix = 0; ix < AMOUNTX; ix++) {
for (var iy = 0; iy < AMOUNTY; iy++) {
particle = particles[i++] = new THREE.Sprite(material);
particle.position.x = ix * SEPARATION - ((AMOUNTX * SEPARATION) / 2);
particle.position.z = iy * SEPARATION - ((AMOUNTY * SEPARATION) / 2);
scene.add(particle);
}
}
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor( 0x000000, 0 );
container.appendChild(renderer.domElement);
stats = new Stats();
container.appendChild(stats.dom);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
document.addEventListener('touchmove', onDocumentTouchMove, false);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//
function...