Currently I\'ve managed to create a particleCloud with the particles appearing at each vertex of an object I\'ve imported. However I\'m trying to get the particles to firstl
You have to set the position of each particle individually to build up your 3d object out of particles. Here's an example that makes a cube:
var particles = 500000;
var geometry = new THREE.BufferGeometry();
var positions = new Float32Array( particles * 3 );
var colors = new Float32Array( particles * 3 );
var color = new THREE.Color();
var n = 1000, n2 = n / 2; // particles spread in the cube
for ( var i = 0; i < positions.length; i += 3 ) {
// positions
var x = Math.random() * n - n2;
var y = Math.random() * n - n2;
var z = Math.random() * n - n2;
positions[ i ] = x;
positions[ i + 1 ] = y;
positions[ i + 2 ] = z;
// colors
var vx = ( x / n ) + 0.5;
var vy = ( y / n ) + 0.5;
var vz = ( z / n ) + 0.5;
color.setRGB( vx, vy, vz );
colors[ i ] = color.r;
colors[ i + 1 ] = color.g;
colors[ i + 2 ] = color.b;
}
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
geometry.computeBoundingSphere();
//
var material = new THREE.PointCloudMaterial( { size: 15, vertexColors: THREE.VertexColors } );
particleSystem = new THREE.PointCloud( geometry, material );
scene.add( particleSystem );
source: this threejs example
three.js has some handy methods you can use:
THREE.GeometryUtils.randomPointsInGeometry( geometry, n )
THREE.GeometryUtils.randomPointsInBufferGeometry( geometry, n )
THREE.GeometryUtils.randomPointInFace( face, geometry )
The result may look better if THREE.GeometryUtils.randomPointsInGeometry()
( or BufferGeometry
) is used, as it samples according to face area.
The required GeometryUtils.js
file is located in the examples/js/utils
directory.
three.js r.71