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helper for an instance matrix using noise in three.js / react 3 fiber / web3d.
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export function getInstanceMatrix(position, radius, spacing, objMap){ | |
/* | |
const matrices = useMemo(() => { | |
return getInstanceMatrix([0, 0, 0], 10, 1, { | |
minNoise: -1, | |
maxNoise: 1, | |
getNoise: (x, y, z) => { return noise.GetNoise(x, y, z) } | |
}); | |
}, [noise]); // Add any other dependencies here | |
position: [x,y,z] // center of the area | |
radius: number // radius of the area to get noise values around the position | |
spacing: number // spacing between instances, default 1 | |
objMap={ | |
meshName:{ | |
minNoise:-1, // min value for spawning an instance | |
maxNoise:1, // max value for spawning an instance | |
getNoise: fn(x,y,z), // default [0,0,0] | |
getProbability: fn(x,y,z), // default 1 | |
getRotation: fn(x,y,z), // default 0 | |
getScale: fn(x,y,z), // default 1 | |
getPosition: fn(x,y,z), // default [x,y,z] | |
} | |
} | |
return { | |
meshName: matrix4[] // array of matrices for each instance | |
} | |
<instancedMesh ref={ref} args={[noiseMap.geometry, noiseMap.material, matrices.length/16]}> | |
<instancedBufferAttribute ref={attrRef} attach="instanceMatrix" count={matrices.length/16} array={matrices} itemSize={16} /> | |
</instancedMesh> | |
*/ | |
// find the instance count based on the radius and spacing, this is a max instance count we dont have to populate them all | |
const instanceCount = Math.pow((radius*2)/spacing, 2); | |
const matrices = new Float32Array(instanceCount * 16); | |
// these are just template objects that get overwritten in a flywheel pattern | |
const tmpMatrix = new THREE.Matrix4(); | |
const tmpVector = new THREE.Vector3(); | |
const tmpQuaternion = new THREE.Quaternion(); | |
const tmpScale = new THREE.Vector3(); | |
//loop over the coordinates of radius around position | |
let index = 0; | |
for (let x = position[0]-radius; x < position[0]+radius; x+=spacing) { | |
for (let z = position[2]-radius; z < position[2]+radius; z+=spacing) { | |
//get the noise value at this position | |
const noiseValue = objMap.getNoise(x,z,position[1]); | |
//get the object to spawn based on the noise value | |
if (noiseValue >= objMap.minNoise && noiseValue <= objMap.maxNoise) { | |
// use probability to determine if it should spawn, if defined as a function call it, else use default of 1 | |
const prob = typeof objMap.getProbability === 'function' ? objMap.getProbability(x,noiseValue,z) : 1; | |
if(prob > 0){ | |
// Set position | |
const position = typeof objMap.getPosition === 'function' ? objMap.getPosition(x,noiseValue,z) : [x,noiseValue*10,z]; | |
tmpVector.set(...position); | |
//tmpMatrix.makeTranslation(...position); | |
// Set rotation | |
const rotation = typeof objMap.getRotation === 'function' ? objMap.getRotation(x,noiseValue,z) : [0,0,0]; | |
const euler = new THREE.Euler(rotation[0], rotation[1], rotation[2], 'XYZ'); | |
tmpQuaternion.setFromEuler(euler); | |
// Set scale | |
const scale = typeof objMap.getScale === 'function' ? objMap.getScale(x,z,position[1]) : [1,1,1]; | |
tmpScale.set(...scale); | |
//Update transformation matrix | |
tmpMatrix.compose(tmpVector, tmpQuaternion, tmpScale); | |
matrices.set(tmpMatrix.elements, index); | |
index += 16; | |
} | |
} | |
} | |
} | |
return matrices; | |
} |
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