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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <header class="header p-4 fixed-top">
  <h1 class="mb-0 small text-uppercase text-white space-3">First Try with ThreeJS</h1>
  <p class="small text-white-50">Inspired by <a href="https://dribbble.com/shots/5774627-New-Year-Illuminations" class="text-white">Nathan Riley</a> amazing shot </p>
</header>
            
          
!
            
              THREE.Cache.enabled = true;

// Id generator
const guid = () => {
    const s4 = () => {
        return Math.floor((1 + Math.random()) * 0x10000)
            .toString(16)
            .substring(1);
    }
    return s4() + s4() + '-' + s4() + '-' + s4() + '-' + s4() + '-' + s4() + s4() + s4();
}

// The Scene class.
class Scene {
    constructor() {

        // Window sizes
        this.width = window.innerWidth;
        this.height = window.innerHeight;

        // Lights
        this.lights = [];
        this.lightMass = 0.1;

        // Text
        this.text = {
            string: "HappyNewYear",
            params: {
                height: 15,
                size: 30,
                hover: 0,
                curveSegments: 1,
                bevelThickness: 0.4,
                bevelSize: 0.25,
                bevelEnabled: true,
                font: undefined
            }
        };

        // Clock
        this.timeStep = 1 / 60;
        this.startDate = new Date().getTime();
        this.now = this.startDate;

        // Click things
        this.mouse = new THREE.Vector2();
        this.clickWall = undefined;
        this.clickables = [];

        this.raycaster = new THREE.Raycaster();

        this.init();
    }

    init() {

        this.createScene();

        this.createCamera();

        this.addFloor();

        this.addClickWall();
      
        this.addBox();

        this.animate();

        window.addEventListener('resize', this.onResize.bind(this));

        window.addEventListener('mouseup', this.onMouseUp.bind(this), false);

        this.onMouseUp({ clientX: 0, clientY: 0 });
    }

    // Create the scene, his world and renderer
    createScene() {
        // Scene
        this.scene = new THREE.Scene();
        this.scene.background = new THREE.Color(0x000000);

        // World
        this.world = new CANNON.World();
        this.world.gravity.set(0, 9.82, 0);
        this.world.broadphase = new CANNON.NaiveBroadphase();

        // Renderer
        this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
        this.renderer.setSize(window.innerWidth, window.innerHeight);
        this.renderer.setPixelRatio(window.devicePixelRatio);
        this.renderer.shadowMap.enabled = true;
        this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;

        document.body.appendChild(this.renderer.domElement);
    }

    // Create the camera
    createCamera() {
        this.camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1);
        this.camera.position.set(0, 0, 75);
        this.camera.rotation.z = Math.PI;

        this.scene.add(this.camera);
    }

    // Add the floor plane
    addFloor() {
        const shape = new CANNON.Plane();
        let body = new CANNON.Body({ mass: 0, shape: shape });
        body.position = new CANNON.Vec3(0, 25, 0);
        body.quaternion.setFromEuler(Math.PI / 2, 0, 0);
        this.world.add(body);

        const geometry = new THREE.PlaneGeometry(200, 200, 1);
        const material = new THREE.MeshPhongMaterial({
            color: 0x38342c,
            specular: 0x111111,
            shininess: 30,
            flatShading: true
        });

        this.floor = new THREE.Mesh(geometry, material);
        this.floor.position.y = 25;
        this.floor.receiveShadow = true;
        this.floor.rotation.x = Math.PI * .5

        this.scene.add(this.floor);
    }

    // Add another plane to control clicks 
    addClickWall() {

        const geometry = new THREE.PlaneGeometry(200, 100, 1);
        const material = new THREE.MeshBasicMaterial({
            color: 0x666666,
            visible: false,
            alphaTest: false
        });

        this.clickWall = new THREE.Mesh(geometry, material);
        this.clickWall.position.z = 5;
        this.clickables.push(this.clickWall);

        this.scene.add(this.clickWall);
    }
  
    addBox() {
      const shape = new CANNON.Box(new CANNON.Vec3(50, 10, 7.5));
      const body = new CANNON.Body({ mass: 0, shape: shape });
      
      this.world.add(body);

      const geometry = new THREE.BoxGeometry(100, 20, 15);
      const material = new THREE.MeshPhongMaterial({ color: 0x38342c, flatShading: true });
      this.box = new THREE.Mesh(geometry, material);

      this.scene.add(this.box);
    }

    onMouseUp({ clientX, clientY }) {
        
        // Get current mouse position
        this.mouse.x = (clientX / window.innerWidth) * 2 - 1;
        this.mouse.y = -(clientY / window.innerHeight) * 2 + 1;

        this.raycaster.setFromCamera(this.mouse, this.camera);

        const intersects = this.raycaster.intersectObjects(this.clickables);
        const p = intersects.length > 0 ? intersects[0].point : new THREE.Vector3(0, 0, 0);

        // Create lights from current mouse position
        new Light({
            lights: this.lights,
            scene: this.scene,
            world: this.world,
            now: this.now,
            startPosition: { x: p.x, y: p.y, z: 7.5 + Math.random() },
            frozen: false
        })
        new Light({
            lights: this.lights,
            scene: this.scene,
            world: this.world,
            now: this.now,
            startPosition: { x: p.x - 2, y: p.y - 4, z: Math.random() },
            frozen: false
        })
        new Light({
            lights: this.lights,
            scene: this.scene,
            world: this.world,
            now: this.now,
            startPosition: { x: p.x - 10, y: p.y + 5, z: Math.random() },
            frozen: false
        })
        new Light({
            lights: this.lights,
            scene: this.scene,
            world: this.world,
            now: this.now,
            startPosition: { x: p.x + 7, y: p.y - 5, z: Math.random() },
            frozen: false
        })
    }

    onResize() {
        this.width = window.innerWidth;
        this.height = window.innerHeight;

        this.camera.aspect = this.width / this.height;
        this.camera.updateProjectionMatrix();
        this.renderer.setSize(this.width, this.height);
    }

    animate() {

        this.now = new Date().getTime();
        this.world.step(this.timeStep);

        this.lights.map(light => {
            if (light) light.update()
        });

        this.renderer.render(this.scene, this.camera);

        requestAnimationFrame(this.animate.bind(this));
    }

}

// The Light class.
class Light {
    constructor({ lights, scene, world, now, startPosition, frozen }) {
        this.scene = scene;
        this.world = world;
        this.createdDate = now;
        this.flickerDate = now + 8 * 1000;
        this.expireDate = this.flickerDate + 1 * 1000;
        this.frozen = frozen ? frozen : false;
        this.startPosition = startPosition ? startPosition : { x: 0, y: 0, z: 0 };

        this.mesh = undefined;
        this.mass = 10;
        this.radius = 1.5;

        this.lights = lights;

        this.constructPhysics();
        this.constructBulb();

        this.lights.push(this);
    }

    constructPhysics() {
        let { world, mass, radius, startPosition } = this, { x, y, z } = startPosition,
        sphereShape = new CANNON.Sphere(radius),
            sphereBody = new CANNON.Body({ mass: mass, shape: sphereShape })

        sphereBody.addShape(sphereShape);

        sphereBody.position = new CANNON.Vec3(x, y, z)
        this.physicsBody = sphereBody
        world.add(sphereBody)

        // const position = this.startPosition;

        // const shape = new CANNON.Sphere(this.radius);
        // const body = new CANNON.Body({ mass: this.mass, shape: shape });

        // body.position = new CANNON.Vec3(position.x, position.y, position.z);
        // this.world.add(this.body);

    }

    constructBulb() {
        let bulb = new THREE.Object3D();

        let { scene, radius, startPosition } = this, { x, y, z } = startPosition;

        // Create spheric bulb
        let bulbGeometry = new THREE.SphereBufferGeometry(radius, 30, 30);
        // let bulbBasicMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
        let bulbPhongMaterial = new THREE.MeshPhongMaterial({
            color: 0xfffe5b,
            emissive: 0xffffe7,
            specular: 0x111111,
            shininess: 30,
        });
        let bulbMesh = new THREE.Mesh(bulbGeometry, bulbPhongMaterial);

        // Glow
        let bulbMap = new THREE.TextureLoader().load('https://crossorigin.me/https://www.alexandrebuffet.fr/codepen/images/textures/glow.png');
        let bulbSpriteMat = new THREE.SpriteMaterial({
            map: bulbMap,
            color: 0x9e721a,
            transparent: true,
            blending: THREE.AdditiveBlending
        });
        let bulbSprite = new THREE.Sprite(bulbSpriteMat);
        bulbSprite.scale.set(6, 6, 1.0);
        bulbMesh.add(bulbSprite);

        let light1 = new THREE.PointLight(0xfec87c, 1, 50, 2)
        let light2 = new THREE.PointLight(0xfec87c, 7, 25, 2)

        this.light1 = light1;
        this.light2 = light2;
        this.sphere = bulbMesh;

        light1.position.set(0, 0, 0)
        light2.position.set(0, 0, 0)

        bulbMesh.position.set(0, 0, 0)
        bulb.add(bulbMesh)
        bulb.add(light1)
        bulb.add(light2)

        bulb.position.x = x
        bulb.position.y = y
        bulb.position.z = z

        this.mesh = bulb

        light1.name = guid();
        light2.name = guid();
        bulbMesh.name = guid();

        scene.add(bulb)
    }

    update() {
        let { mesh, physicsBody, frozen } = this

        if (!frozen) {
            mesh.position.copy(physicsBody.position);
            mesh.quaternion.copy(physicsBody.quaternion);
        }
    }
}

new Scene();
            
          
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