I would like to create a simple spiral galaxy using THREE.Points
in THEE.js.
I cannot figure out how to generate spiral arms. Is there any (not too difficult) way to do this?
Here I created this fiddle. There is a flattened sphere but without spiral arms.
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight)
camera.position.z = 1500
scene.add(camera)
const renderer = new THREE.WebGLRenderer({ clearColor: 0x000000 })
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
// Random function with normal dustribution.
const normalRandom = (mean, std) => {
let n = 0
for (let i = 1; i <= 12; i++) {
n += Math.random()
}
return (n - 6) * std + mean
}
const geometry = new THREE.Geometry()
const galaxySize = 1000
// Generate particles for spiral galaxy:
for (let i = 0; i < 10000; i++) {
var theta = THREE.Math.randFloatSpread(360)
var phi = THREE.Math.randFloatSpread(360)
const distance = THREE.Math.randFloatSpread(galaxySize)
// Here I need to generate spiral arms instead of a sphere.
geometry.vertices.push(new THREE.Vector3(
distance * Math.sin(theta) * Math.cos(phi),
distance * Math.sin(theta) * Math.sin(phi),
distance * Math.cos(theta) / 10
))
}
const spiralGalaxy = new THREE.Points(geometry, new THREE.PointsMaterial({ color: 0xffffff }))
scene.add(spiralGalaxy)
function render() {
requestAnimationFrame(render)
renderer.render(scene, camera)
spiralGalaxy.rotation.x += 0.01;
spiralGalaxy.rotation.y += 0.01;
}
render()
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/102/three.min.js"></script>
Looks like you've already done a lot of the heavy lifting yourself, with the polar coordinate system. Keep in mind, however, that the angles are in radians, not in degrees, so instead of using 360
, you should be using PI * 2
. Now all you have to do is increment both distance
and theta
simultaneously to create a spiral, while phi
remains close to 0 to create the galaxy's ecliptic plane.
distance
will grow from 0
to galaxySize
theta
will grow from 0
to Math.PI
(or PI * 2
, if you want tighter spirals)phi
stays close to 0// Temp variables to assign new values inside loop
var norm, theta, phi, thetaVar, distance;
// Generate particles for spiral galaxy:
for (let i = 0; i < 1000; i++) {
// Norm increments from 0 to 1
norm = i / 1000;
// Random variation to theta [-0.5, 0.5]
thetaVar = THREE.Math.randFloatSpread(0.5);
// Theta grows from 0 to Math.PI (+ random variation)
theta = norm * Math.PI + thetaVar;
// Phi stays close to 0 to create galaxy ecliptic plane
phi = THREE.Math.randFloatSpread(0.1);
// Distance grows from 0 to galaxySize
distance = norm * galaxySize;
// Here I need generate spiral arms instead of sphere.
geometry.vertices.push(new THREE.Vector3(
distance * Math.sin(theta) * Math.cos(phi),
distance * Math.sin(theta) * Math.sin(phi),
distance * Math.cos(theta)
));
}
You could create one loop for each arm. Notice that instead of dividing by 10 at the end, as you did in your example, I simply limited the range of phi to [-0.1, 0.1]
. You can see it in action in this fiddle