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<!-- My scene -->
<canvas id="scene"></canvas>
<!--
I created a collection of small examples in Three.js to understand very quickly the purpose of some functions.
You can visit the 'website' of the entire collection of pens here : http://mamboleoo.be/learnThree/
You can also see the collection in CodePen
https://codepen.io/collection/DrxLEd/
Do not hesitate to comment if there is something wrong (I'm still learning)
Thanks !
-->
body,html{width:100%;height:100%;padding:0;margin:0;overflow: hidden;}
var ww = window.innerWidth,
wh = window.innerHeight;
function init(){
/* WEBGL RENDERER */
renderer = new THREE.WebGLRenderer({canvas : document.getElementById('scene')});
renderer.setSize(ww,wh);
/* SCENE */
scene = new THREE.Scene();
/* CAMERA */
camera = new THREE.OrthographicCamera(ww/-2,ww/2,wh/2,wh/-2,0,1000);
camera.position.set(0, 0, 500);
scene.add(camera);
/* LIGHT */
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set( 0, 250, 700 );
scene.add(light);
//particles will be the 3D object containing all the particles
particles = new THREE.Object3D();;
scene.add(particles);
//Add events listeners on the page
document.addEventListener("mousemove", mouseMove);
document.addEventListener("touchemove", mouseMove);
renderer.render(scene,camera);
//Init request animation frame
animate();
};
//Init var with mouse position
var mouse = {x:0,y:0};
function mouseMove(e){
//3D universe come from the center so I substract half of the screen on the mouse position
//By doing that, the cursor on the left will give -window/2 and on the right window/2
//For the Y axis it's a bit different because the top equal 0 but in the scene the top is the positive side
mouse.x = e.clientX-(ww/2);
mouse.y = (wh/2)-e.clientY;
};
function createParticle(){
//Create a geometry used for the particles which contains nothing for now
var geometry = new THREE.Geometry();
//Create a vector which equal to the mouse position
var vertices = new THREE.Vector3(
mouse.x,
mouse.y,
-10
);
//We apply our vector inside the geometry
geometry.vertices.push(vertices);
//We create a white material
//sizeAttenuation defines if the particle will be small if far from the camera
var material = new THREE.PointsMaterial({
color : 0X00ff00,
size : 3,
transparent : true,
sizeAttenuation : false
});
//Point cloud is a specific Mesh for particles
particle = new THREE.Points(geometry, material);
//We create a random speed for each particle for aesthetics
particle.speed = Math.random()/100+0.002
//We set a random position for each particle
particle.direction = {
x : (Math.random()-.5)*ww*2,
y : (Math.random()-.5)*wh*2
};
particles.add(particle);
}
var animate = function () {
requestAnimationFrame(animate);
//Create a new particle
createParticle();
//We loop through all our particles
for(var i=0,j=particles.children.length;i<j;i++){
//Get the next particle
var particle = particles.children[i];
//We move our particle closer to its destination
particle.geometry.vertices[0].x += (particle.direction.x - particle.geometry.vertices[0].x)*particle.speed;
particle.geometry.vertices[0].y += (particle.direction.y - particle.geometry.vertices[0].y)*particle.speed;
//We reduce the opacity of the particle
particle.material.opacity -= .005
//Prevents ThreeJs the particle has moved
particle.geometry.verticesNeedUpdate = true;
//If the opacity of the particle is too low
if(particle.material.opacity < .05){
//We remove our particle from the scene
particles.remove(particle);
//The loop must go through the same 'i' because we removed one particle from the array
i--;j--;
}
}
renderer.render(scene, camera);
};
init();
Also see: Tab Triggers