Spaces:
Running
Running
File size: 8,137 Bytes
f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 363ad46 f3968a6 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 |
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js Spaceship Fly-Through</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
</style>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { WebGLRenderer } from 'three';
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 5, 10);
const renderer = new WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
directionalLight.position.set(1, 1, 1);
scene.add(directionalLight);
// Spaceship (simple cone)
const shipGeometry = new THREE.ConeGeometry(0.5, 2, 32);
const shipMaterial = new THREE.MeshStandardMaterial({ color: 0x00ff00, metalness: 0.8, roughness: 0.2 });
const spaceship = new THREE.Mesh(shipGeometry, shipMaterial);
spaceship.position.set(0, 0, 0);
scene.add(spaceship);
// Particle system for buildings
const buildingCount = 50; // Reduced for performance
const buildingGeometry = new THREE.BufferGeometry();
const buildingPositions = new Float32Array(buildingCount * 3);
const buildingColors = new Float32Array(buildingCount * 3);
const buildingSizes = new Float32Array(buildingCount);
for (let i = 0; i < buildingCount; i++) {
buildingPositions[i * 3] = (Math.random() - 0.5) * 200;
buildingPositions[i * 3 + 1] = Math.random() * 10;
buildingPositions[i * 3 + 2] = (Math.random() - 0.5) * 200;
buildingColors[i * 3] = 0.2;
buildingColors[i * 3 + 1] = 0.6;
buildingColors[i * 3 + 2] = 1.0;
buildingSizes[i] = Math.random() * 2 + 1;
}
buildingGeometry.setAttribute('position', new THREE.BufferAttribute(buildingPositions, 3));
buildingGeometry.setAttribute('color', new THREE.BufferAttribute(buildingColors, 3));
buildingGeometry.setAttribute('size', new THREE.BufferAttribute(buildingSizes, 1));
const buildingMaterial = new THREE.PointsMaterial({
size: 2,
vertexColors: true,
transparent: true,
opacity: 0.7,
sizeAttenuation: true
});
const buildings = new THREE.Points(buildingGeometry, buildingMaterial);
scene.add(buildings);
// Particle system for people
const peopleCount = 100; // Reduced for performance
const peopleGeometry = new THREE.BufferGeometry();
const peoplePositions = new Float32Array(peopleCount * 3);
const peopleColors = new Float32Array(peopleCount * 3);
const peopleSizes = new Float32Array(peopleCount);
for (let i = 0; i < peopleCount; i++) {
peoplePositions[i * 3] = (Math.random() - 0.5) * 150;
peoplePositions[i * 3 + 1] = Math.random() * 5;
peoplePositions[i * 3 + 2] = (Math.random() - 0.5) * 150;
peopleColors[i * 3] = 1.0;
peopleColors[i * 3 + 1] = 0.8;
peopleColors[i * 3 + 2] = 0.8;
peopleSizes[i] = Math.random() * 0.5 + 0.2;
}
peopleGeometry.setAttribute('position', new THREE.BufferAttribute(peoplePositions, 3));
peopleGeometry.setAttribute('color', new THREE.BufferAttribute(peopleColors, 3));
peopleGeometry.setAttribute('size', new THREE.BufferAttribute(peopleSizes, 1));
const peopleMaterial = new THREE.PointsMaterial({
size: 0.5,
vertexColors: true,
transparent: true,
opacity: 0.6,
sizeAttenuation: true
});
const people = new THREE.Points(peopleGeometry, peopleMaterial);
scene.add(people);
// Instanced cubes
const cubeCount = 30; // Reduced for performance
const cubeGeometry = new THREE.BoxGeometry(1, 1, 1);
const cubeMaterial = new THREE.MeshStandardMaterial({ color: 0xff00ff, metalness: 0.5, roughness: 0.4 });
const cubeMesh = new THREE.InstancedMesh(cubeGeometry, cubeMaterial, cubeCount);
const dummy = new THREE.Object3D();
for (let i = 0; i < cubeCount; i++) {
dummy.position.set(
(Math.random() - 0.5) * 100,
Math.random() * 10,
(Math.random() - 0.5) * 100
);
dummy.scale.setScalar(Math.random() * 0.5 + 0.5);
dummy.updateMatrix();
cubeMesh.setMatrixAt(i, dummy.matrix);
}
scene.add(cubeMesh);
// Camera movement
let time = 0;
function updateCamera() {
time += 0.01;
camera.position.z -= 0.5; // Forward movement
camera.position.x = Math.sin(time * 0.5) * 5; // Side-to-side
camera.position.y = Math.cos(time * 0.3) * 2 + 5; // Up-down
camera.lookAt(new THREE.Vector3(0, 0, camera.position.z - 100));
}
// Parallax and repetition
function updateObjects() {
const positions = buildings.geometry.attributes.position.array;
for (let i = 0; i < buildingCount; i++) {
positions[i * 3 + 2] += 0.5;
if (positions[i * 3 + 2] > camera.position.z + 100) {
positions[i * 3 + 2] -= 200;
}
}
buildings.geometry.attributes.position.needsUpdate = true;
const peoplePos = people.geometry.attributes.position.array;
for (let i = 0; i < peopleCount; i++) {
peoplePos[i * 3 + 2] += 0.7; // Faster for parallax
if (peoplePos[i * 3 + 2] > camera.position.z + 100) {
peoplePos[i * 3 + 2] -= 200;
}
}
people.geometry.attributes.position.needsUpdate = true;
for (let i = 0; i < cubeCount; i++) {
cubeMesh.getMatrixAt(i, dummy.matrix);
dummy.matrix.decompose(dummy.position, dummy.quaternion, dummy.scale);
dummy.position.z += 0.6;
if (dummy.position.z > camera.position.z + 100) {
dummy.position.z -= 200;
}
dummy.updateMatrix();
cubeMesh.setMatrixAt(i, dummy.matrix);
}
cubeMesh.instanceMatrix.needsUpdate = true;
}
// Animation loop
function animate() {
try {
requestAnimationFrame(animate);
updateCamera();
updateObjects();
renderer.render(scene, camera);
} catch (error) {
console.error('Rendering error:', error);
}
}
animate();
// Handle window resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
// Error handling for WebGL
if (!renderer.getContext()) {
console.error('WebGL is not supported in this browser.');
alert('WebGL is not supported. Please use a modern browser like Chrome or Firefox.');
}
</script>
</body>
</html> |