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Test.js
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Test.js
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import React from 'react'
import Expo from 'expo'
import * as THREE from 'three'
import ExpoTHREE from 'expo-three'
import { Text, View } from 'react-native'
// import { Button } from './components';
require('./assets/components/GPUParticleSystem')
export default class Test extends React.Component {
// options passed during each spawned
options = {
position: new THREE.Vector3(),
positionRandomness: 0.3,
velocity: new THREE.Vector3(),
velocityRandomness: 1.5,
color: 0xaa88ff,
colorRandomness: 0.2,
turbulence: 0.5,
lifetime: 2,
size: 50, // 5
sizeRandomness: 1
};
spawnerOptions = {
spawnRate: 1500,
horizontalSpeed: 1.0,
verticalSpeed: 1.33,
timeScale: 1
};
tick = 0;
clock = new THREE.Clock();
renderScene = () => (
<Expo.GLView
ref={
(ref) => this._glView = ref
}
// onLayout={({nativeEvent:{layout:{width, height}}}) => this.onResize({width, height}) }
style={{ flex: 1 }}
onContextCreate={this._onGLContextCreate}
/>
)
// renderInfo = () => (
// <View style={{position: 'absolute',padding: 24, top: 20, left: 0, right: 0, justifyContent: 'space-around',}}>
// <Text style={{textAlign: 'center', marginBottom: 8, backgroundColor: 'transparent'}}>
// Simple Cloth Simulation Verlet integration with relaxed constraints
// </Text>
// <View style={{justifyContent: 'space-around', alignItems: 'center', flexDirection: 'row'}}>
//
// {this.button({text: "Wind", onPress: (_=> {
// wind = !wind
// })})}
// {this.button({text: "Ball", onPress: (_=> {
// this.sphere.visible = !this.sphere.visible;
// })})}
// {this.button({text: "Pins", onPress: (_=> {
// this.togglePins();
// })})}
// </View>
// </View>
// )
render = () => (
<View style={{ flex: 1 }}>
{this.renderScene()}
{/* {this.renderInfo()} */}
</View>
);
_onGLContextCreate = async (gl) => {
const { drawingBufferWidth: width, drawingBufferHeight: height } = gl
this.particleSystem = null
this.arSession = await this._glView.startARSessionAsync()
this.scene = this.configureScene()
this.camera = this.configureCamera({ width, height })
// this.controls = new THREE.OrbitControls(this.camera);
await this.configureParticles()
console.log('???')
// this.configureLights();
// NOTE: How to create an `Expo.GLView`-compatible THREE renderer
this.renderer = ExpoTHREE.createRenderer({ gl, antialias: true })
this.renderer.setSize(width, height)
// this.renderer.setClearColor(0x000000);
this.scene.background = ExpoTHREE.createARBackgroundTexture(this.arSession, this.renderer)
this.renderer.setClearColor(0xCC0099)
let lastFrameTime
const render = () => {
this._requestAnimationFrameID = requestAnimationFrame(render)
const now = 0.001 * global.nativePerformanceNow()
const dt = typeof lastFrameTime !== 'undefined'
? now - lastFrameTime
: 0.16666
let { spawnerOptions, clock } = this
var delta = dt * spawnerOptions.timeScale
this.tick += delta
if (this.tick < 0) this.tick = 0
if (this.particleSystem) {
if (delta > 0) {
this.options.position.x = Math.sin(this.tick * spawnerOptions.horizontalSpeed) * 20
this.options.position.y = Math.sin(this.tick * spawnerOptions.verticalSpeed) * 10
this.options.position.z = Math.sin(this.tick * spawnerOptions.horizontalSpeed + spawnerOptions.verticalSpeed) * 5
for (var x = 0; x < spawnerOptions.spawnRate * delta; x++) {
// Yep, that's really it. Spawning particles is super cheap, and once you spawn them, the rest of
// their lifecycle is handled entirely on the GPU, driven by a time uniform updated below
this.particleSystem.spawnParticle(this.options)
}
}
this.particleSystem.update(this.tick)
}
// stats.update();
// this.camera.lookAt(this.scene.position);
this.renderer.render(this.scene, this.camera)
// NOTE: At the end of each frame, notify `Expo.GLView` with the below
gl.endFrameEXP()
lastFrameTime = now
}
render()
}
componentWillUnmount () {
if (this._requestAnimationFrameID) {
cancelAnimationFrame(this._requestAnimationFrameID)
}
}
configureScene = () => {
// scene
let scene = new THREE.Scene()
return scene
}
configureCamera = ({ width, height }) => {
// camera
// let camera = new THREE.PerspectiveCamera(28, width / height, 1, 10000);
const camera = ExpoTHREE.createARCamera(this.arSession, width, height, 0.01, 10000)
camera.position.z = 150
return camera
}
configureParticles = async () => {
var particleNoiseTex = await ExpoTHREE.createTextureAsync({
asset: Expo.Asset.fromModule(require('./assets/images/perlin-512.png'))
})
var particleSpriteTex = await ExpoTHREE.createTextureAsync({
asset: Expo.Asset.fromModule(require('./assets/images/particle2.png'))
})
// The GPU Particle system extends THREE.Object3D, and so you can use it
// as you would any other scene graph component. Particle positions will be
// relative to the position of the particle system, but you will probably only need one
// system for your whole scene
this.particleSystem = new THREE.GPUParticleSystem({
maxParticles: 500,
particleNoiseTex,
particleSpriteTex
})
this.scene.add(this.particleSystem)
}
/// TODO: Build Options componnet
configureStats = () => {
// gui.add( options, "velocityRandomness", 0, 3 );
// gui.add( options, "positionRandomness", 0, 3 );
// gui.add( options, "size", 1, 20 );
// gui.add( options, "sizeRandomness", 0, 25 );
// gui.add( options, "colorRandomness", 0, 1 );
// gui.add( options, "lifetime", .1, 10 );
// gui.add( options, "turbulence", 0, 1 );
// gui.add( spawnerOptions, "spawnRate", 10, 30000 );
// gui.add( spawnerOptions, "timeScale", -1, 1 );
}
onResize = ({ width, height }) => {
this.camera.aspect = width / height
this.camera.updateProjectionMatrix()
if (this.renderer) {
this.renderer.setSize(width, height)
}
}
}