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Hi,
I need to implements a WaterDrop and I'm using Physijs.js with Three.js.
The gravity is going ok, but I don't know how to deform the Sphere when collisions with the ground like a water drop.
This is my code:
var noiseTexture = this.loaderTextures.load( 'assets/textures/cloud.png' ); noiseTexture.wrapS = noiseTexture.wrapT = THREE.RepeatWrapping; var waterTexture = this.loaderTextures.load( 'assets/textures/water.jpg' ); waterTexture.wrapS = waterTexture.wrapT = THREE.RepeatWrapping; this.customUniforms2 = { baseTexture: { type: "t", value: waterTexture }, baseSpeed: { type: "f", value: 1.15 }, noiseTexture: { type: "t", value: noiseTexture }, noiseScale: { type: "f", value: 0.2 }, alpha: { type: "f", value: 0.8 }, time: { type: "f", value: 1.0 } }; var customMaterial2 = new THREE.ShaderMaterial( { uniforms: this.customUniforms2, vertexShader: document.getElementById( 'vertexShader' ).textContent, fragmentShader: document.getElementById( 'fragmentShader' ).textContent }); customMaterial2.side = THREE.DoubleSide; customMaterial2.transparent = true; var flatGeometry = new THREE.SphereGeometry( 30, 30, 30 ); this.waterDrop = new Physijs.SphereMesh( flatGeometry, customMaterial2, undefined, { restitution: Math.random() * 1.5 } ); this.waterDrop.position.set(60,50,150); this.waterDrop.receiveShadow = true; this.waterDrop.castShadow = true; this.scene.add( this.waterDrop );
In the index.html file:
<script id="vertexShader" type="x-shader/x-vertex"> varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } </script> <!-- fragment shader a.k.a. pixel shader --> <script id="fragmentShader" type="x-shader/x-vertex"> uniform sampler2D baseTexture; uniform float baseSpeed; uniform sampler2D noiseTexture; uniform float noiseScale; uniform float alpha; uniform float time; varying vec2 vUv; void main() { vec2 uvTimeShift = vUv + vec2( -0.7, 1.5 ) * time * baseSpeed; vec4 noiseGeneratorTimeShift = texture2D( noiseTexture, uvTimeShift ); vec2 uvNoiseTimeShift = vUv + noiseScale * vec2( noiseGeneratorTimeShift.r, noiseGeneratorTimeShift.b ); vec4 baseColor = texture2D( baseTexture, uvNoiseTimeShift ); baseColor.a = alpha; gl_FragColor = baseColor; } </script>
Can anyone helps me with my project?
Thanks,
David
The text was updated successfully, but these errors were encountered:
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Hi,
I need to implements a WaterDrop and I'm using Physijs.js with Three.js.
The gravity is going ok, but I don't know how to deform the Sphere when collisions with the ground like a water drop.
This is my code:
In the index.html file:
Can anyone helps me with my project?
Thanks,
David
The text was updated successfully, but these errors were encountered: