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cloud.js
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cloud.js
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function Particle(size, offset, color)
{
this.meshes = []
this.size = size;
var particleXZ = Particle.Build(size, color, 1);
particleXZ.position.x += offset.x;
particleXZ.position.y += offset.y;
particleXZ.rotation.y = Math.PI * 0.5;
this.meshes.push(particleXZ)
particleXZ = Particle.Build(size, color, 1);
particleXZ.position.x += offset.x;
particleXZ.position.y += offset.y;
particleXZ.rotation.y = -Math.PI * 0.5;
this.meshes.push(particleXZ)
var particle = Particle.Build(size, color, 1);
particle.position.x += offset.x;
particle.position.y += offset.y;
this.meshes.push(particle)
particle = Particle.Build(size, color, 1);
particle.position.x += offset.x;
particle.position.y += offset.y;
particle.rotation.x = Math.PI;
this.meshes.push(particle)
var particleYZ = Particle.Build(size, color, 1);
particleYZ.position.x += offset.x;
particleYZ.position.y += offset.y;
particleYZ.rotation.x = Math.PI * 0.5;
this.meshes.push(particleYZ)
particleYZ = Particle.Build(size, color, 1);
particleYZ.position.x += offset.x;
particleYZ.position.y += offset.y;
particleYZ.rotation.x = -Math.PI * 0.5;
this.meshes.push(particleYZ)
};
Particle.Build = function(size, color, orientation)
{
// Setting up material.
var shader = CloudShader;
var shaderUniforms =
{
intensity: {type: 'f', value: color},
lightPosition: {type: 'v3', value: new THREE.Vector3(0, 0, 0) },
colorMap: {type: 't', value: null},
normalMap: {type: 't', value: null}
};
var material = new THREE.ShaderMaterial(
{
transparent: true,
uniforms: shaderUniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
});
// instantiate a loader
var loader = new THREE.TextureLoader();
var colorImage = loader.load("maps/cloud.png");
material.uniforms.colorMap.value = colorImage;
var normalImage = loader.load("maps/sphere.jpg");
material.uniforms.normalMap.value = normalImage;
material.depthWrite = false;
//material.side = THREE.DoubleSide;
// Setting up scene geometry.
var geometry = new THREE.PlaneGeometry(size.x, size.y);
var mesh = new THREE.Mesh(geometry, material);
return mesh;
};
Particle.prototype.LookAt = function(camera)
{
this.mesh.lookAt(camera.position);
};
////////////////////////////////////////////////////////////////////////////////
//
// Cloud class
//
////////////////////////////////////////////////////////////////////////////////
function Cloud()
{
this.particles = [];
};
Cloud.prototype.AddParticle = function(particle)
{
this.particles.push(particle);
};
Cloud.prototype.AddToScene = function(scene)
{
this.particles.forEach(function(particle)
{
particle.meshes.forEach(function(mesh)
{
scene.add(mesh);
});
});
};
Cloud.prototype.LookAt = function(camera)
{
this.particles.forEach(function(particle)
{ particle.LookAt(camera); });
};
Cloud.prototype.UpdateMaterial = function(lightPos)
{
this.particles.forEach(function(particle)
{
particle.meshes.forEach(function(mesh)
{
mesh.material.uniforms.lightPosition.value = lightPos;
mesh.material.needsUpdate = true;
});
});
};