const particleCount = 1000; const particles = new ThreeGeometry; for let p = 0; p particleCount; p++ const particle = new ThreeVector3 Mathrandom 50 - 25 Mathrand
const particleCount = 1000; const particles = new THREE.Geometry();
for (let p = 0; p < particleCount; p++) { const particle = new THREE.Vector3( Math.random() * 50 - 25, Math.random() * 50 - 25, Math.random() * 50 - 25); particles.vertices.push(particle); }
const particleMaterial = new THREE.PointsMaterial({ color: 0xff3300, size: 1, blending: THREE.AdditiveBlending, transparent: true, opacity: 0.8 });
const particleSystem = new THREE.Points(particles, particleMaterial); const velocity = new THREE.Vector3(0, 0.5, 0); scene.add(particleSystem);
function animateFire() { for (let i = 0; i < particleCount; i++) { const particle = particleSystem.geometry.vertices[i]; particle.add(velocity); if (particle.y > 25) { particle.y = Math.random() * -10; particle.x = Math.random() * 50 - 25; particle.z = Math.random() * 50 - 25; } } particleSystem.geometry.verticesNeedUpdate = true; }
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