//https://github.com/mrdoob/three.js/blob/master/examples/webgl_multiple_canvases_circle.html
// template is blank
// define your own Three.js World here
AB.loadCSS ( '/uploads/threeport/main.css' );
// use JS to make HTML elements too:
AB.newDiv ( "container" );
// edit paths to JS
// API docs tell you path of library
import * as THREE from '/api/threemodule/libs/three.module.js';
const views = [];
let scene, renderer;
let mouseX = 0, mouseY = 0;
const windowHalfX = window.innerWidth / 2;
const windowHalfY = window.innerHeight / 2;
init();
animate();
//
function View( canvas, rotateY ) {
canvas.width = canvas.clientWidth * window.devicePixelRatio;
canvas.height = canvas.clientHeight * window.devicePixelRatio;
const context = canvas.getContext( '2d' );
const camera = new THREE.PerspectiveCamera( 20, canvas.clientWidth / canvas.clientHeight, 1, 20000 );
camera.rotation.y = rotateY;
// Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
// You need to move the post (ie, the virtualCamera) to move all 5 cameras together.
const virtualCamera = new THREE.Camera();
virtualCamera.add( camera );
this.render = function () {
virtualCamera.position.x = - mouseX * 4;
virtualCamera.position.y = - mouseY * 4;
virtualCamera.position.z = 1800;
virtualCamera.lookAt( scene.position );
virtualCamera.updateMatrixWorld( true );
renderer.render( scene, camera );
context.drawImage( renderer.domElement, 0, 0 );
};
}
function init() {
const canvas1 = document.getElementById( 'canvas1' );
const canvas2 = document.getElementById( 'canvas2' );
const canvas3 = document.getElementById( 'canvas3' );
const canvas4 = document.getElementById( 'canvas4' );
const canvas5 = document.getElementById( 'canvas5' );
const fudge = 0.45; // I don't know why this is needed :-(
const rot = 30 * THREE.MathUtils.DEG2RAD;
views.push( new View( canvas1, rot * - 2 * fudge ) );
views.push( new View( canvas2, rot * - 1 * fudge ) );
views.push( new View( canvas3, rot * 0 * fudge ) );
views.push( new View( canvas4, rot * 1 * fudge ) );
views.push( new View( canvas5, rot * 2 * fudge ) );
//
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
const light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 0, 1 ).normalize();
scene.add( light );
const noof_balls = 51;
// shadow
const canvas = document.createElement( 'canvas' );
canvas.width = 128;
canvas.height = 128;
const context = canvas.getContext( '2d' );
const gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
context.fillStyle = gradient;
context.fillRect( 0, 0, canvas.width, canvas.height );
const shadowTexture = new THREE.CanvasTexture( canvas );
const shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
const shadowGeo = new THREE.PlaneGeometry( 300, 300, 1, 1 );
for ( let i = 0; i < noof_balls; i ++ ) { // create shadows
const shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
shadowMesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
shadowMesh.position.y = - 250;
shadowMesh.rotation.x = - Math.PI / 2;
scene.add( shadowMesh );
}
const radius = 200;
const geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
const count = geometry1.attributes.position.count;
geometry1.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
const color = new THREE.Color();
const positions = geometry1.attributes.position;
const colors = geometry1.attributes.color;
for ( let i = 0; i < count; i ++ ) {
color.setHSL( ( positions.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
colors.setXYZ( i, color.r, color.g, color.b );
}
const material = new THREE.MeshPhongMaterial( {
color: 0xffffff,
flatShading: true,
vertexColors: true,
shininess: 0
} );
const wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
for ( let i = 0; i < noof_balls; i ++ ) { // create balls
const mesh = new THREE.Mesh( geometry1, material );
const wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
mesh.add( wireframe );
mesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
mesh.rotation.x = i * 0.5;
scene.add( mesh );
}
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( 200, 300 );
document.addEventListener( 'mousemove', onDocumentMouseMove );
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function animate() {
for ( let i = 0; i < views.length; ++ i ) {
views[ i ].render();
}
requestAnimationFrame( animate );
}