Weapon Trail
Create a ribbon trail effect that follows a weapon's movement.
Technique
Build a custom BufferGeometry that stores a history of positions in a ring buffer. Each frame, record the current world positions of trail points and update the geometry vertices to create a ribbon connecting all historical positions.
Key Concepts
- •Define trail points (e.g., base and tip of weapon)
- •Use a ring buffer to store position history efficiently
- •Create geometry with proper UVs for texture mapping (gradient fade)
- •Update vertex positions each frame with
positions.needsUpdate = true - •Use
localToWorld()to get world positions from the target object - •Support enabling/disabling with fade out animation
Usage
tsx
const trailPoints = [new Vector3(0, 0, 0), new Vector3(0, 1.5, 0)]
<group ref={weaponRef}>
<mesh>{/* weapon mesh */}</mesh>
</group>
<Trail target={weaponRef} points={trailPoints} enabled={isAttacking} />
Geometry Structure
- •Segments: historical snapshots (oldest to newest)
- •Points per segment: trail point positions at that time
- •UVs: u = position along trail (0-1), v = age (0 = newest, 1 = oldest)
- •Alpha map texture for gradient fade effect
This skill is part of verekia's r3f-gamedev.