css Audio - Active file-generic CSS - Active Generic - Active HTML - Active JS - Active SVG - Active Text - Active file-generic Video - Active header Love html icon-new-collection icon-person icon-team numbered-list123 pop-out spinner split-screen star tv

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HTML Settings

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.

            
              <div id="text-wrapper">
  <div id="text">Click and drag to rotate the camera. Scroll to zoom in/out.</div>
</div>
<div id="container"></div>

            
          
!
            
              body {
  background-color: #000;
  margin: 0;
  overflow: hidden;
  padding: 0;
}

#text-wrapper {
  position: fixed;
  width: 100%;
}

#text {
  border: 1px solid #555;
  background-color: rgba(150, 150, 150, 0.2);
  border-radius: 10px;
  color: #ddd;
  display: block;
  font-size: 20px;
  margin: 4px auto 0;
  min-width: 320px;
  padding: 10px;
  position: relative;
  text-align: center;
  width: 50%;
  z-index: 1000;
}
            
          
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              /**
 * @file
 * The main scene.
 */

/**
 * Define constants.
 */
const TEXTURE_PATH = 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/123879/';

/**
 * Set our global variables.
 */
var cubeCount = 1000;
var test = 0;
var camera,
    scene,
    renderer,
    effect,
    controls,
    element,
    container,
    rotationPoint;

var cubes = [];

var textureFlare0;
var textureFlare2;
var textureFlare3;

document.addEventListener( 'mousemove', onDocumentMouseMove, false );

init();
animate(); 

/**
 * Initializer function.
 */
function init() {
  // Build the container
  container = document.createElement( 'div' );
  document.body.appendChild( container );
  
  // Create the scene.
  scene = new THREE.Scene();
  
  // Create a rotation point.
  rotationPoint = new THREE.Object3D();
  rotationPoint.position.set( 0, 0, 0 );
  scene.add(rotationPoint);
  
    // Create the camera.
  camera = new THREE.PerspectiveCamera(
   50, // Angle
    window.innerWidth / window.innerHeight, // Aspect Ratio.
    1, // Near view.
    23000 // Far view.
  );
  camera.position.z = -1000;
  rotationPoint.add( camera );

  // Build the renderer.
  renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
  element = renderer.domElement;
  renderer.setSize( window.innerWidth, window.innerHeight );
  renderer.shadowMap.enabled;
  container.appendChild( element );
  
  // Build the controls.
  controls = new THREE.OrbitControls( camera, element );
  controls.enablePan = true;
  controls.enableZoom = true; 
  controls.maxDistance = 2000; 
  controls.minDistance = 500;
  controls.target.copy( new THREE.Vector3( 0, 0, 0 ) );
  
  function setOrientationControls(e) {
    if (!e.alpha) {
     return;
    }

    controls = new THREE.DeviceOrientationControls( camera );
    controls.connect();

    window.removeEventListener('deviceorientation', setOrientationControls, true);
  }
  window.addEventListener('deviceorientation', setOrientationControls, true);
  
  // Ambient lights
  var ambient = new THREE.AmbientLight( 0x555555);
  scene.add( ambient );

  // Add the skymap.
  addSkybox();
  
  // Build a bunch of cubes.
  var counter = cubeCount;
  
  while (counter > 0) {
    buildObject();
    counter--;
  }
  
  window.addEventListener('resize', onWindowResize, false);
}

/**
 * Events to fire upon window resizing.
 */
function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
}

/**
 * Updates to apply to the scene while running.
 */
function update() {
  camera.updateProjectionMatrix();
}

/**
 * Render the scene.
 */
function render() {
  renderer.render(scene, camera);
  
  var timer = 0.0001 * Date.now();
  
  for (var i = 0; i < cubeCount; i++) {
    var cube = cubes[i];

        if (cube.in == true) {
          var posX = Math.abs(cube.position.x);
          var posY = Math.abs(cube.position.y);
          var posZ = Math.abs(cube.position.z);
          var distance = Math.sqrt((posY * posY) + Math.sqrt(posX * posX + posZ * posZ));

          var multiplierX = 1;
          var multiplierY = 1;
          var multiplierZ = 1;
          if (cube.position.x > 0) {
            multiplierX = -1;
          }

          if (cube.position.y > 0) {
            multiplierY = -1;
          }

          if (cube.position.z > 0) {
            multiplierZ = -1;
          }

          cube.position.x = cube.position.x + ((posX/distance)) * multiplierX;
          cube.position.y = cube.position.y + ((posY/distance)) * multiplierY;
          cube.position.z = cube.position.z + ((posZ/distance)) * multiplierZ;
          
          // The closer the brighter.
          var red = 0;
          var green = Math.floor(14000/distance);
          var blue = Math.floor(20000/distance);
          
          if (red > 255) {
            red = 255;
          }
          if (green > 255) {
            green = 255;
          }
          if (blue > 255) {
            blue = 255;
          }
          
          // Convert to hex.
          var hex = rgbToHex(red, green, blue);
    
          hex = parseInt(hex);
          
          cube.material.color = new THREE.Color(hex);
          cube.material.emissive = new THREE.Color(hex); 
          
          if (distance < 5) {
            cube.in = false;
          }
        }
        if (cube.in == false) {
          
          var posX = Math.abs(cube.originalPositionX - cube.position.x);
          var posY = Math.abs(cube.originalPositionY - cube.position.y);
          var posZ = Math.abs(cube.originalPositionZ - cube.position.z);
          
          var distance = Math.sqrt((posY * posY) + Math.sqrt(posX * posX + posZ * posZ));
          
          // The closer to the center the brighter.
          var red = Math.floor(0.5 * distance);
          var green = Math.floor(.05 * distance);
          var blue = Math.floor(.05 * distance);
          
          if (red > 255) {
            red = 255;
          }
          if (green > 255) {
            green = 255;
          }
          if (blue > 255) {
            blue = 255;
          }
          
          // Convert to hex.
          var hex = rgbToHex(red, green, blue);
    
          hex = parseInt(hex);
          
          // Update the object's color.
          cube.material.color = new THREE.Color(hex);
          cube.material.emissive = new THREE.Color(hex); 
          
          // Calculate positions.
          var multiplierX = 1;
          var multiplierY = 1;
          var multiplierZ = 1;
          if (posX > cube.originalPositionX) {
            multiplierX = -1;
          }

          if (posY > cube.originalPositionY) {
            multiplierY = -1;
          }

          if (posZ > cube.originalPositionZ) {
            multiplierZ = -1;
          }

          // Update the objects position.
          cube.position.x = cube.position.x + (posX/distance) * multiplierX;
          cube.position.y = cube.position.y + (posY/distance) * multiplierY;
          cube.position.z = cube.position.z + (posZ/distance) * multiplierZ;
            
          // If the object is at its starting point, bring it back to center.
          if (Math.abs(cube.position.x - cube.originalPositionX) < 20 && Math.abs(cube.position.y - cube.originalPositionY) < 20 && Math.abs(cube.position.z - cube.originalPositionZ) < 20) {
            cube.in = true;
          }
        }
  }
         
  // Automatically rotate the camera.
  rotationPoint.rotation.y -= 0.0005;
  //rotationPoint.rotation.y = Math.sin(timer);
  rotationPoint.rotation.x = Math.cos(timer);
}

/**
 * Animate the scene.
 */
function animate() {
  requestAnimationFrame(animate);
  update();
  render();
}

/**
 * Add the skybox, the stars wrapper.
 */
function addSkybox() {
  var urlPrefix = TEXTURE_PATH;
  var urls = [
    urlPrefix + 'test.jpg',
    urlPrefix + 'test.jpg',
    urlPrefix + 'test.jpg',
    urlPrefix + 'test.jpg',
    urlPrefix + 'test.jpg',
    urlPrefix + 'test.jpg',
  ];

  var loader = new THREE.CubeTextureLoader();
  loader.setCrossOrigin( 'https://s.codepen.io' );
  
  var textureCube = loader.load( urls );
  textureCube.format = THREE.RGBFormat;

  var shader = THREE.ShaderLib[ "cube" ];
  shader.uniforms[ "tCube" ].value = textureCube;

  var material = new THREE.ShaderMaterial( {
    fragmentShader: shader.fragmentShader,
    vertexShader: shader.vertexShader,
    uniforms: shader.uniforms,
    depthWrite: false,
    side: THREE.BackSide
  } );

  var geometry = new THREE.BoxGeometry( 20000, 20000, 20000 );
  var skybox = new THREE.Mesh( geometry, material );
  scene.add( skybox );
}

function onDocumentMouseMove( event ) {
  event.preventDefault();
}

/**
 * Build the object.
 */
function buildObject() {
  var randNumX = Math.floor(Math.random() * (3 - 1) + 1);
  var randNumY = Math.floor(Math.random() * (3 - 1) + 1);
  var randNumZ = Math.floor(Math.random() * (3 - 1) + 1);
  
  // X Positions can be negative.
  var multiplierX = 1;
  if (randNumX == 1) {
    multiplierX = -1;
  } else if (randNumX == 2) {
    multiplierX = 1;
  }
  
  // Y Positions can be negative.
  var multiplierY = 1;
  if (randNumY == 1) {
    multiplierY = -1;
  } else if (randNumY == 2) {
    multiplierY = 1;
  }
  
  // Z Positions can be negative.
  var multiplierZ = 1;
  if (randNumZ == 1) {
    multiplierZ = -1;
  } else if (randNumZ == 2) {
    multiplierZ = 1;
  }
  
  // Create the object.
  var geometry = new THREE.SphereGeometry(5, 8, 8);
  var material = new THREE.MeshPhongMaterial( {color: 0xffffff, emissive: 0xffffff} );
  var cube = new THREE.Mesh( geometry, material );
  
  // Set initial position.
  cube.position.x = Math.floor((Math.random() * 1000) + 250) * multiplierX;
  cube.position.y = Math.floor((Math.random() * 1000) + 250) * multiplierY;
  cube.position.z = Math.floor((Math.random() * 1000) + 250) * multiplierZ;
  
  // Store original positions so we can return the object.
  cube.originalPositionX = cube.position.x;
  cube.originalPositionY = cube.position.y;
  cube.originalPositionZ = cube.position.z;
  
  // Objects start heading towards the middle.
  cube.in = true;
  
  // Set slightly random sizes.
  cube.scale.x = cube.scale.y = cube.scale.z = Math.random() * 0.5 + 0.1;
  
  // Add the object to the scene and object array.
  scene.add( cube );
  cubes.push( cube );
}

/**
 * Convert a rgb set to hex.
 */
function rgbToHex(r, g, b) {
  return "0x" + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).toUpperCase().slice(1);
}
            
          
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