Hi. I have a question again.
I created an app using create-react-app.
I used Pointsmaterial and configured it like the following picture. This is equivalent to the example provided in three.js.
Here the problem begins. I want to add a gradient color to the background of the canvas. However, its color does not change.
The only color is changed when setClearColor()
is applied.
Here is my code:
componentDidMount() {
var SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
var container;
var camera, scene, renderer;
var particles, count = 0;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.querySelector( '.mainBody' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
// scene.background = new THREE.Color(0x11BBE8);
var numParticles = AMOUNTX * AMOUNTY;
var positions = new Float32Array( numParticles * 3 );
var scales = new Float32Array( numParticles );
var i = 0, j = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
positions[ i + 1 ] = 0; // y
positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
scales[ j ] = 1;
i += 3;
j ++;
}
}
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
//var sprite = new THREE.TextureLoader().load( 'textures/sprites/disc.png' );
var material = new THREE.PointsMaterial( { size: 5, transparent: true, alphaTest: 0.5, alpha:true} );
material.color.setHSL( 1.0, 1.0, 1.0 );
particles = new THREE.Points(geometry, material);
scene.add( particles );
renderer = new THREE.WebGLRenderer( { alpha:true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor (0x000000, 0.0);
container.appendChild( renderer.domElement );
// document.getElementById('canvas').appendChild(renderer.domElement);
// stats = new Stats();
// container.appendChild( stats.dom );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
console.log(container);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
// stats.update();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
var positions = particles.geometry.attributes.position.array;
var scales = particles.geometry.attributes.scale.array;
var i = 0, j = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
( Math.sin( ( iy + count ) * 0.5 ) * 50 );
scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 8 +
( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 8;
i += 3;
j ++;
}
}
particles.geometry.attributes.position.needsUpdate = true;
particles.geometry.attributes.scale.needsUpdate = true;
renderer.render( scene, camera );
count += 0.1;
}
}
The render part looks like this:
render(){
return(
<div>
<MainBody className='mainBody' style={{position : 'absolute', top : '0%', bottom : '0%'}}>
</MainBody>
</div>
)
}
If you answer, I will be very thankful.