fix(game): implemented the InstancedMesh principle on the particle system for drifting

instancedMeshParticles
Alex 2024-01-25 11:02:20 +01:00
parent b1b93043f8
commit 2d9230b8ea
6 changed files with 71 additions and 98 deletions

View File

@ -43,7 +43,7 @@ function App() {
<KeyboardControls map={map}>
<Experience />
</KeyboardControls>
{/* <Stats /> */}
<Stats />
</Physics>
</Suspense>
</Canvas>

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@ -10,16 +10,16 @@ export const DriftParticlesLeft = ({turboColor,scale, ...props}) => {
return (
<group {...props}>
<Particles1 turboColor={turboColor} scale={scale} />
{/* <Particles1 turboColor={turboColor} scale={scale} />
<Particles1 turboColor={turboColor} scale={scale} />
<Particles1 turboColor={turboColor} scale={scale} />
<Particles1 turboColor={turboColor} scale={scale} />
<Particles1 turboColor={turboColor} scale={scale} />
<Particles1 turboColor={turboColor} scale={scale} />
<Particles1 turboColor={turboColor} scale={scale} />
<Particles1 turboColor={turboColor} scale={scale} />
<Particles1 turboColor={turboColor} scale={scale} />
<Particles1 turboColor={turboColor} scale={scale} /> */}
<Particles3 turboColor={turboColor} scale={scale} />
{/* <Particles3 turboColor={turboColor} scale={scale} /> */}
</group>
)

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@ -9,18 +9,7 @@ export const DriftParticlesRight = ({turboColor,scale, ...props}) => {
return (
<group {...props}>
<Particles2 turboColor={turboColor} scale={scale} />
<Particles2 turboColor={turboColor} scale={scale} />
<Particles2 turboColor={turboColor} scale={scale} />
<Particles2 turboColor={turboColor} scale={scale} />
<Particles2 turboColor={turboColor} scale={scale} />
<Particles2 turboColor={turboColor} scale={scale} />
<Particles2 turboColor={turboColor} scale={scale} />
<Particles2 turboColor={turboColor} scale={scale} />
<Particles2 turboColor={turboColor} scale={scale} />
<Particles4 turboColor={turboColor} scale={scale} />
<Particles2 turboColor={turboColor} scale={scale} />
</group>
)

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@ -1,55 +1,47 @@
import { useRef } from "react";
import { useRef, useMemo } from "react";
import { useFrame } from "@react-three/fiber";
import * as THREE from 'three';
export const Particles1 = ({ turboColor, scale, ...props }) => {
const ref = useRef();
const velocity = useRef({
x: -Math.random() * 0.05,
y: Math.random() * 0.05,
z: Math.random() * 0.02,
});
const gravity = -0.003;
export const Particles1 = ({ turboColor, scale, numParticles = 50, ...props }) => {
const instancedMeshRef = useRef();
const particlesData = useMemo(() => {
return new Array(numParticles).fill().map(() => ({
position: new THREE.Vector3(-0.6, 0.05, 0.5),
velocity: new THREE.Vector3(-Math.random() * 0.05, Math.random() * 0.05, Math.random() * 0.02),
gravity: -0.003
}));
}, [numParticles]);
useFrame((state, delta) => {
let position = ref.current.position;
let velocityVector = new THREE.Vector3(velocity.current.x, velocity.current.y, velocity.current.z);
const deltaScaled = delta * 144; // Scale for 144 FPS
particlesData.forEach((particle, i) => {
particle.velocity.y += particle.gravity * deltaScaled;
// Adjust gravity and velocity based on delta
velocity.current.y += gravity * delta * 144; // Multiply by 144 to scale for 144 FPS
particle.position.x += particle.velocity.x * deltaScaled;
particle.position.y += particle.velocity.y * deltaScaled;
particle.position.z += particle.velocity.z * deltaScaled;
// Scale velocity changes by delta
position.x += velocity.current.x * delta * 144;
position.y += velocity.current.y * delta * 144;
position.z += velocity.current.z * delta * 144;
if (particle.position.y < 0.05) {
particle.position.set(-0.6, 0.05, 0.5);
particle.velocity.set(-Math.random() * 0.05, Math.random() * 0.05, Math.random() * 0.02);
}
if (!velocityVector.equals(new THREE.Vector3(0, 0, 0))) {
const alignmentQuaternion = new THREE.Quaternion();
alignmentQuaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), velocityVector.normalize());
ref.current.quaternion.slerp(alignmentQuaternion, 0.1);
}
const matrix = new THREE.Matrix4();
matrix.setPosition(particle.position);
instancedMeshRef.current.setMatrixAt(i, matrix);
});
if (position.y < 0.05) {
position.set(-0.6, 0.05, 0.5);
velocity.current = {
x: -Math.random() * 0.05,
y: Math.random() * 0.05,
z: Math.random() * 0.02,
};
}
ref.current.position.set(position.x, position.y, position.z);
instancedMeshRef.current.instanceMatrix.needsUpdate = true;
});
return (
<mesh ref={ref} position={[-0.6, 0.05, 0.5]} scale={[scale, scale * 5, scale]}>
<instancedMesh ref={instancedMeshRef} args={[null, null, numParticles]}>
<sphereGeometry args={[0.01, 16, 16]} />
<meshStandardMaterial
emissive={turboColor}
toneMapped={false}
emissiveIntensity={5}
/>
</mesh>
</instancedMesh>
);
};

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@ -1,55 +1,47 @@
import { useRef } from "react";
import { useRef, useMemo } from "react";
import { useFrame } from "@react-three/fiber";
import * as THREE from 'three';
export const Particles2 = ({ turboColor, scale, ...props }) => {
const ref = useRef();
const velocity = useRef({
x: Math.random() * 0.05,
y: Math.random() * 0.05,
z: Math.random() * 0.02,
});
const gravity = -0.003;
export const Particles2 = ({ turboColor, scale, numParticles = 50, ...props }) => {
const instancedMeshRef = useRef();
const particlesData = useMemo(() => {
return new Array(numParticles).fill().map(() => ({
position: new THREE.Vector3(0.6, 0.05, 0.5),
velocity: new THREE.Vector3(Math.random() * 0.05, Math.random() * 0.05, Math.random() * 0.02),
gravity: -0.003
}));
}, [numParticles]);
useFrame((state, delta) => {
let position = ref.current.position;
let velocityVector = new THREE.Vector3(velocity.current.x, velocity.current.y, velocity.current.z);
const deltaScaled = delta * 144; // Scale for 144 FPS
particlesData.forEach((particle, i) => {
particle.velocity.y += particle.gravity * deltaScaled;
// Adjust gravity and velocity based on delta
velocity.current.y += gravity * delta * 144; // Multiply by 144 to scale for 144 FPS
particle.position.x += particle.velocity.x * deltaScaled;
particle.position.y += particle.velocity.y * deltaScaled;
particle.position.z += particle.velocity.z * deltaScaled;
// Scale velocity changes by delta
position.x += velocity.current.x * delta * 144;
position.y += velocity.current.y * delta * 144;
position.z += velocity.current.z * delta * 144;
if (particle.position.y < 0.05) {
particle.position.set(0.6, 0.05, 0.5);
particle.velocity.set(Math.random() * 0.05, Math.random() * 0.05, Math.random() * 0.02);
}
if (!velocityVector.equals(new THREE.Vector3(0, 0, 0))) {
const alignmentQuaternion = new THREE.Quaternion();
alignmentQuaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), velocityVector.normalize());
ref.current.quaternion.slerp(alignmentQuaternion, 0.1);
}
const matrix = new THREE.Matrix4();
matrix.setPosition(particle.position);
instancedMeshRef.current.setMatrixAt(i, matrix);
});
if (position.y < 0.05) {
position.set(0.6, 0.05, 0.5);
velocity.current = {
x: Math.random() * 0.05,
y: Math.random() * 0.05,
z: Math.random() * 0.02,
};
}
ref.current.position.set(position.x, position.y, position.z);
instancedMeshRef.current.instanceMatrix.needsUpdate = true;
});
return (
<mesh ref={ref} position={[0.6, 0.05, 0.5]} scale={[scale, scale * 5, scale]}>
<instancedMesh ref={instancedMeshRef} args={[null, null, numParticles]}>
<sphereGeometry args={[0.01, 16, 16]} />
<meshStandardMaterial
emissive={turboColor}
toneMapped={false}
emissiveIntensity={5}
/>
</mesh>
</instancedMesh>
);
};

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@ -387,13 +387,13 @@ export const PlayerController = () => {
/>
</mesh>
<Cylinder
{/* <Cylinder
args={[0.1, 0, 1, 128, 64, true]}
position={[-0.6, 0.05, 0.5]}
rotation={[Math.PI / 3, 0 , 0]}
>
<meshStandardMaterial side={THREE.DoubleSide} />
</Cylinder>
</Cylinder> */}
{/* <Flame/> */}
<FlameParticles isBoosting={isBoosting} />
<DriftParticlesLeft turboColor={turboColor} scale={scale} />