Files
spark/examples/splat-transitions/effects/explosion.js
T

415 lines
15 KiB
JavaScript

import { SparkControls, SplatMesh, dyno, textSplats } from "@sparkjsdev/spark";
import * as THREE from "three";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { getAssetFileURL } from "/examples/js/get-asset-url.js";
export async function init({ THREE: _THREE, scene, camera, renderer, spark }) {
const group = new THREE.Group();
scene.add(group);
let disposed = false;
// Basic lights
const ambient = new THREE.AmbientLight(0x404040, 0.6);
group.add(ambient);
const dir = new THREE.DirectionalLight(0xffffff, 1.0);
dir.position.set(5, 10, 5);
dir.castShadow = true;
group.add(dir);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Camera baseline
camera.position.set(0, 2.5, 7);
camera.lookAt(0, 1, 0);
// WASD + mouse controls
const controls = new SparkControls({ canvas: renderer.domElement });
controls.fpsMovement.moveSpeed = 3.0;
// Uniforms
const animationTime = dyno.dynoFloat(0.0);
const uDropProgress = dyno.dynoFloat(0.0);
const uGravity = dyno.dynoFloat(9.8);
const uBounceDamping = dyno.dynoFloat(0.4);
const uFloorLevel = dyno.dynoFloat(0.0);
const uRandomFactor = dyno.dynoFloat(1.0);
const uReformSpeed = dyno.dynoFloat(2.0);
const uCycleDuration = dyno.dynoFloat(1.0);
const uDropTime = dyno.dynoFloat(0.0);
const uFriction = dyno.dynoFloat(0.98);
const uShrinkSpeed = dyno.dynoFloat(5.0 - 3.0);
const uExplosionStrength = dyno.dynoFloat(4.5);
const uIsReforming = dyno.dynoFloat(0.0);
const uReformTime = dyno.dynoFloat(0.0);
const uReformDuration = dyno.dynoFloat(2.0);
const uIsBirthing = dyno.dynoFloat(0.0);
const uBirthTime = dyno.dynoFloat(0.0);
const uBirthDuration = dyno.dynoFloat(0.5);
function createDeathDynoshader() {
return dyno.dynoBlock(
{ gsplat: dyno.Gsplat },
{ gsplat: dyno.Gsplat },
({ gsplat }) => {
const physicsShader = new dyno.Dyno({
inTypes: {
gsplat: dyno.Gsplat,
time: "float",
dropTime: "float",
dropProgress: "float",
gravity: "float",
bounceDamping: "float",
floorLevel: "float",
randomFactor: "float",
reformSpeed: "float",
cycleDuration: "float",
friction: "float",
shrinkSpeed: "float",
explosionStrength: "float",
isReforming: "float",
reformTime: "float",
reformDuration: "float",
},
outTypes: { gsplat: dyno.Gsplat },
globals: () => [
dyno.unindent(`
mat2 rot(float angle) { float c = cos(angle); float s = sin(angle); return mat2(c, -s, s, c); }
float hash(vec3 p) { return fract(sin(dot(p, vec3(127.1, 311.7, 74.7))) * 43758.5453); }
vec3 simulatePhysics(vec3 originalPos, float dropTime, float progress, float gravity, float damping, float floorLevel, float randomOffset, float friction, float explosionStrength) {
if (progress <= 0.0) return originalPos;
float timeVariation = hash(originalPos + vec3(42.0)) * 0.2 - 0.1;
float t = max(0.0, dropTime + timeVariation);
vec3 initialVelocity = vec3(
(hash(originalPos + vec3(1.0)) - 0.5) * explosionStrength * (0.3 + hash(originalPos + vec3(10.0)) * 0.4),
abs(hash(originalPos + vec3(3.0))) * explosionStrength * (0.8 + hash(originalPos + vec3(20.0)) * 0.4) + 0.5,
(hash(originalPos + vec3(2.0)) - 0.5) * explosionStrength * (0.3 + hash(originalPos + vec3(30.0)) * 0.4)
);
float frictionDecay = pow(friction, t * 60.0);
vec3 position = originalPos;
position.x += initialVelocity.x * (1.0 - frictionDecay) / (1.0 - friction) / 60.0;
position.z += initialVelocity.z * (1.0 - frictionDecay) / (1.0 - friction) / 60.0;
position.y += initialVelocity.y * t - 0.5 * gravity * t * t;
if (position.y <= floorLevel) {
float bounceTime = t;
float bounceCount = floor(bounceTime * 3.0);
float timeSinceBounce = bounceTime - bounceCount / 3.0;
float bounceHeight = initialVelocity.y * pow(damping, bounceCount) * max(0.0, 1.0 - timeSinceBounce * 3.0);
if (bounceHeight > 0.1) {
position.y = floorLevel + abs(sin(timeSinceBounce * 3.14159 * 3.0)) * bounceHeight;
} else {
position.y = floorLevel;
float scatterFactor = hash(originalPos + vec3(50.0)) * 0.2;
position.x += (hash(originalPos + vec3(60.0)) - 0.5) * scatterFactor;
position.z += (hash(originalPos + vec3(70.0)) - 0.5) * scatterFactor;
}
}
return position;
}
vec3 elegantReform(vec3 currentPos, vec3 originalPos, float reformTime, float duration) {
if (reformTime <= 0.0) return currentPos;
if (reformTime >= duration) return originalPos;
float progress = reformTime / duration;
return mix(currentPos, originalPos, progress);
}
vec3 reformScale(vec3 currentScale, vec3 originalScale, float reformTime, float duration) {
if (reformTime <= 0.0) return currentScale;
if (reformTime >= duration) return originalScale;
float progress = reformTime / duration;
float easeOut = 1.0 - pow(1.0 - progress, 2.0);
return mix(currentScale, originalScale, easeOut);
}
`),
],
statements: ({ inputs, outputs }) =>
dyno.unindentLines(`
${outputs.gsplat} = ${inputs.gsplat};
vec3 originalPos = ${inputs.gsplat}.center;
vec3 originalScale = ${inputs.gsplat}.scales;
vec3 physicsPos = originalPos;
vec3 currentScale = originalScale;
if (${inputs.dropProgress} > 0.0) {
float randomOffset = hash(originalPos) * ${inputs.randomFactor};
physicsPos = simulatePhysics(originalPos, ${inputs.dropTime}, ${inputs.dropProgress}, ${inputs.gravity}, ${inputs.bounceDamping}, ${inputs.floorLevel}, randomOffset, ${inputs.friction}, ${inputs.explosionStrength});
float factor = exp(-${inputs.dropTime} * ${inputs.shrinkSpeed});
currentScale = mix(originalScale, vec3(0.005), 1.0 - factor);
}
vec3 finalPos = physicsPos;
vec3 finalScale = currentScale;
if (${inputs.isReforming} > 0.5) {
finalPos = elegantReform(physicsPos, originalPos, ${inputs.reformTime}, ${inputs.reformDuration});
finalScale = reformScale(currentScale, originalScale, ${inputs.reformTime}, ${inputs.reformDuration});
}
${outputs.gsplat}.center = finalPos;
${outputs.gsplat}.scales = finalScale;
`),
});
gsplat = physicsShader.apply({
gsplat,
time: animationTime,
dropTime: uDropTime,
dropProgress: uDropProgress,
gravity: uGravity,
bounceDamping: uBounceDamping,
floorLevel: uFloorLevel,
randomFactor: uRandomFactor,
reformSpeed: uReformSpeed,
cycleDuration: uCycleDuration,
friction: uFriction,
shrinkSpeed: uShrinkSpeed,
explosionStrength: uExplosionStrength,
isReforming: uIsReforming,
reformTime: uReformTime,
reformDuration: uReformDuration,
}).gsplat;
return { gsplat };
},
);
}
function createBirthDynoshader() {
return dyno.dynoBlock(
{ gsplat: dyno.Gsplat },
{ gsplat: dyno.Gsplat },
({ gsplat }) => {
const birthShader = new dyno.Dyno({
inTypes: {
gsplat: dyno.Gsplat,
time: "float",
isBirthing: "float",
birthTime: "float",
birthDuration: "float",
},
outTypes: { gsplat: dyno.Gsplat },
globals: () => [
dyno.unindent(`
float hash(vec3 p) { return fract(sin(dot(p, vec3(127.1, 311.7, 74.7))) * 43758.5453); }
`),
],
statements: ({ inputs, outputs }) =>
dyno.unindentLines(`
${outputs.gsplat} = ${inputs.gsplat};
vec3 originalPos = ${inputs.gsplat}.center;
vec3 originalScale = ${inputs.gsplat}.scales;
if (${inputs.isBirthing} > 0.5 && ${inputs.birthTime} < ${inputs.birthDuration}) {
float progress = ${inputs.birthTime} / ${inputs.birthDuration};
float birthOffset = hash(originalPos) * 0.1;
float adjusted = clamp((progress - birthOffset / ${inputs.birthDuration}) / (1.0 - birthOffset / ${inputs.birthDuration}), 0.0, 1.0);
float ease = pow(adjusted * adjusted * (3.0 - 2.0 * adjusted), 0.6);
vec3 birthPos = mix(vec3(0.0), originalPos, ease);
vec3 birthScale = mix(vec3(0.0), originalScale, ease);
${outputs.gsplat}.center = birthPos;
${outputs.gsplat}.scales = birthScale;
float alpha = ${inputs.gsplat}.rgba.a * ease;
${outputs.gsplat}.rgba.a = alpha;
}
`),
});
gsplat = birthShader.apply({
gsplat,
time: animationTime,
isBirthing: uIsBirthing,
birthTime: uBirthTime,
birthDuration: uBirthDuration,
}).gsplat;
return { gsplat };
},
);
}
const splatMeshes = {};
let currentSplatName = "penguin";
let nextSplatName = "cat";
async function loadSplats() {
const splatNames = ["penguin.spz", "cat.spz", "woobles.spz"];
for (const splatName of splatNames) {
const splatURL = await getAssetFileURL(splatName);
const mesh = new SplatMesh({ url: splatURL });
await mesh.initialized;
const nameKey = splatName.replace(".spz", "");
mesh.worldModifier = createDeathDynoshader();
mesh.updateGenerator();
mesh.position.set(0, 0, 0);
mesh.rotation.set(Math.PI, 0, 0);
if (nameKey === "woobles") mesh.scale.set(1.7, 2.0, 1.7);
else mesh.scale.set(1, 1, 1);
mesh.visible = nameKey === currentSplatName;
group.add(mesh);
splatMeshes[nameKey] = mesh;
}
}
async function loadTable() {
const tableURL = await getAssetFileURL("table.glb");
const loader = new GLTFLoader();
await new Promise((resolve, reject) => {
loader.load(
tableURL,
(gltf) => {
const tableModel = gltf.scene;
tableModel.position.set(0, -0.5, 0);
tableModel.scale.set(5.5, 5.5, 5.5);
tableModel.rotation.set(0, 0, 0);
tableModel.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
group.add(tableModel);
resolve(tableModel);
},
undefined,
reject,
);
});
}
function _switchToSplat(name) {
for (const m of Object.values(splatMeshes)) {
if (m) m.visible = false;
}
if (splatMeshes[name]) {
splatMeshes[name].visible = true;
currentSplatName = name;
}
}
function getNextSplatName(current) {
const order = ["penguin", "cat", "woobles"];
return order[(order.indexOf(current) + 1) % order.length];
}
const transitionState = {
isTransitioning: false,
transitionTime: 0.0,
transitionDuration: 3.0,
};
function startExplosion() {
if (transitionState.isTransitioning) return;
transitionState.isTransitioning = true;
transitionState.transitionTime = 0.0;
for (const [name, mesh] of Object.entries(splatMeshes)) {
if (mesh) mesh.visible = name === currentSplatName;
}
if (splatMeshes[currentSplatName]) {
splatMeshes[currentSplatName].worldModifier = createDeathDynoshader();
splatMeshes[currentSplatName].updateGenerator();
}
uDropProgress.value = 1.0;
uDropTime.value = 0.0;
uIsReforming.value = 0.0;
}
function startTransition() {
startExplosion();
nextSplatName = getNextSplatName(currentSplatName);
if (splatMeshes[nextSplatName]) {
for (const [name, mesh] of Object.entries(splatMeshes)) {
if (!mesh) continue;
if (name !== currentSplatName && name !== nextSplatName)
mesh.visible = false;
}
splatMeshes[nextSplatName].worldModifier = createBirthDynoshader();
splatMeshes[nextSplatName].updateGenerator();
splatMeshes[nextSplatName].visible = true;
uIsBirthing.value = 1.0;
uBirthTime.value = 0.0;
}
}
function completeTransition() {
uIsBirthing.value = 0.0;
uBirthTime.value = 0.0;
currentSplatName = nextSplatName;
transitionState.isTransitioning = false;
transitionState.transitionTime = 0.0;
}
await Promise.all([loadSplats(), loadTable()]);
if (disposed) return { group, update: () => {}, dispose, setupGUI };
// Instructional text
const instructionsText = textSplats({
text: "WASD + mouse to move\nSPACEBAR: Explosion!",
font: "Arial",
fontSize: 24,
color: new THREE.Color(0xffffff),
textAlign: "center",
lineHeight: 1.3,
});
instructionsText.scale.setScalar(0.15 / 24);
instructionsText.position.set(0, 0.2, 2.5);
group.add(instructionsText);
let totalTime = 0;
const transitionParams = { autoTransition: true };
function onKeyDown(e) {
if (e.code === "Space") {
e.preventDefault();
if (transitionState.isTransitioning) completeTransition();
startTransition();
totalTime = 0;
}
}
window.addEventListener("keydown", onKeyDown);
function update(dt, t) {
animationTime.value = t;
// Update camera controls
controls.update(camera);
if (transitionParams.autoTransition) {
if (!transitionState.isTransitioning) totalTime += dt;
if (!transitionState.isTransitioning && totalTime >= 1.0) {
startTransition();
totalTime = 0;
}
}
if (transitionState.isTransitioning) {
transitionState.transitionTime += dt;
uBirthTime.value = transitionState.transitionTime;
if (transitionState.transitionTime >= transitionState.transitionDuration)
completeTransition();
}
uDropTime.value += dt;
const dying = splatMeshes[currentSplatName];
const birthing = splatMeshes[nextSplatName];
if (transitionState.isTransitioning) {
if (dying) dying.updateVersion();
if (birthing) birthing.updateVersion();
} else {
if (dying) dying.updateVersion();
}
}
function setupGUI(folder) {
const params = { explosionStrength: uExplosionStrength.value };
folder
.add(params, "explosionStrength", 0.0, 10.0, 0.1)
.name("Explosion Strength")
.onChange((v) => {
uExplosionStrength.value = v;
});
folder.add(transitionParams, "autoTransition").name("Auto Transition");
folder
.add({ explode: () => startTransition() }, "explode")
.name("Trigger Explosion");
return folder;
}
function dispose() {
disposed = true;
window.removeEventListener("keydown", onKeyDown);
// Disable controls to avoid interfering with other effects
controls.fpsMovement.enable = false;
controls.pointerControls.enable = false;
scene.remove(group);
}
return { group, update, dispose, setupGUI };
}