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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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89 lines
2.7 KiB
89 lines
2.7 KiB
( function () { |
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class PositionalAudioHelper extends THREE.Line { |
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constructor( audio, range = 1, divisionsInnerAngle = 16, divisionsOuterAngle = 2 ) { |
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const geometry = new THREE.BufferGeometry(); |
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const divisions = divisionsInnerAngle + divisionsOuterAngle * 2; |
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const positions = new Float32Array( ( divisions * 3 + 3 ) * 3 ); |
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geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); |
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const materialInnerAngle = new THREE.LineBasicMaterial( { |
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color: 0x00ff00 |
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} ); |
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const materialOuterAngle = new THREE.LineBasicMaterial( { |
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color: 0xffff00 |
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} ); |
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super( geometry, [ materialOuterAngle, materialInnerAngle ] ); |
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this.audio = audio; |
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this.range = range; |
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this.divisionsInnerAngle = divisionsInnerAngle; |
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this.divisionsOuterAngle = divisionsOuterAngle; |
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this.type = 'PositionalAudioHelper'; |
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this.update(); |
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} |
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update() { |
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const audio = this.audio; |
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const range = this.range; |
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const divisionsInnerAngle = this.divisionsInnerAngle; |
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const divisionsOuterAngle = this.divisionsOuterAngle; |
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const coneInnerAngle = THREE.MathUtils.degToRad( audio.panner.coneInnerAngle ); |
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const coneOuterAngle = THREE.MathUtils.degToRad( audio.panner.coneOuterAngle ); |
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const halfConeInnerAngle = coneInnerAngle / 2; |
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const halfConeOuterAngle = coneOuterAngle / 2; |
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let start = 0; |
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let count = 0; |
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let i; |
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let stride; |
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const geometry = this.geometry; |
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const positionAttribute = geometry.attributes.position; |
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geometry.clearGroups(); // |
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function generateSegment( from, to, divisions, materialIndex ) { |
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const step = ( to - from ) / divisions; |
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positionAttribute.setXYZ( start, 0, 0, 0 ); |
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count ++; |
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for ( i = from; i < to; i += step ) { |
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stride = start + count; |
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positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range ); |
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positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range ); |
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positionAttribute.setXYZ( stride + 2, 0, 0, 0 ); |
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count += 3; |
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} |
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geometry.addGroup( start, count, materialIndex ); |
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start += count; |
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count = 0; |
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} // |
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generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 ); |
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generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 ); |
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generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 ); // |
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positionAttribute.needsUpdate = true; |
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if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false; |
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} |
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dispose() { |
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this.geometry.dispose(); |
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this.material[ 0 ].dispose(); |
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this.material[ 1 ].dispose(); |
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} |
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} |
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THREE.PositionalAudioHelper = PositionalAudioHelper; |
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} )();
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