I have a particle system where all the particles are positioned at the same coordinates and one after another, in random directions, they (should) start orbiting the center of the scene forming a sphere.
What I managed to achieve until now is a group of Vector3 objects (the particles) that one after another start orbiting the center along the Z axis simply calculating their sine and cosine based on the current angle.
I'm not that good at math and I don't even know what to look for precisely.
Here's what I wrote:
var scene = new THREE.Scene();
let container = document.getElementById('container'),
loader = new THREE.TextureLoader(),
renderer,
camera,
maxParticles = 5000,
particlesDelay = 50,
radius = 50,
sphereGeometry,
sphere;
loader.crossOrigin = true;
function init() {
let vw = window.innerWidth,
vh = window.innerHeight;
renderer = new THREE.WebGLRenderer();
renderer.setSize(vw, vh);
renderer.setPixelRatio(window.devicePixelRatio);
camera = new THREE.PerspectiveCamera(45, vw / vh, 1, 1000);
camera.position.z = 200;
camera.position.x = 30;
camera.position.y = 30;
camera.lookAt(scene.position);
scene.add(camera);
let controls = new THREE.OrbitControls(camera, renderer.domElement);
let axisHelper = new THREE.AxisHelper(50);
scene.add(axisHelper);
container.appendChild(renderer.domElement);
window.addEventListener('resize', onResize, false);
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function draw() {
sphereGeometry = new THREE.Geometry();
sphereGeometry.dynamic = true;
let particleTexture = loader.load('https://threejs.org/examples/textures/particle2.png'),
material = new THREE.PointsMaterial({
color: 0xffffff,
size: 3,
transparent: true,
blending: THREE.AdditiveBlending,
map: particleTexture,
depthWrite: false
});
for ( let i = 0; i < maxParticles; i++ ) {
let vertex = new THREE.Vector3(radius, 0, 0);
vertex.delay = Date.now() + (particlesDelay * i);
vertex.angle = 0;
sphereGeometry.vertices.push(vertex);
}
sphere = new THREE.Points(sphereGeometry, material);
scene.add(sphere);
}
function update() {
for ( let i = 0; i < maxParticles; i++ ) {
let particle = sphereGeometry.vertices[i];
if ( Date.now() > particle.delay ) {
let angle = particle.angle += 0.01;
particle.x = radius * Math.cos(angle);
if ( i % 2 === 0 ) {
particle.y = radius * Math.sin(angle);
} else {
particle.y = -radius * Math.sin(angle);
}
}
}
sphere.geometry.verticesNeedUpdate = true;
}
function render() {
update();
renderer.render(scene, camera);
requestAnimationFrame(render);
}
init();
draw();
render();
And here's the JSFiddle if you want to see it live: https://jsfiddle.net/kekkorider/qs6s0wv2/
EDIT: Working example
Can someone please give me a hand?
Thanks in advance!