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<div id="threeContainer"></div>
// Embed Threejs orbit to creating the interactive three.js components.
/*global THREE, console */
// This set of controls performs orbiting, dollying (zooming), and panning. It maintains
// the "up" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is
// supported.
//
// Orbit - left mouse / touch: one finger move
// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
// Pan - right mouse, or arrow keys / touch: three finter swipe
//
// This is a drop-in replacement for (most) TrackballControls used in examples.
// That is, include this js file and wherever you see:
// controls = new THREE.TrackballControls( camera );
// controls.target.z = 150;
// Simple substitute "OrbitControls" and the control should work as-is.
THREE.OrbitControls = function ( object, domElement ) {
this.object = object;
this.domElement = ( domElement !== undefined ) ? domElement : document;
// API
// Set to false to disable this control
this.enabled = true;
// "target" sets the location of focus, where the control orbits around
// and where it pans with respect to.
this.target = new THREE.Vector3();
// center is old, deprecated; use "target" instead
this.center = this.target;
// This option actually enables dollying in and out; left as "zoom" for
// backwards compatibility
this.noZoom = false;
this.zoomSpeed = 1.0;
// Limits to how far you can dolly in and out
this.minDistance = 0;
this.maxDistance = Infinity;
// Set to true to disable this control
this.noRotate = false;
this.rotateSpeed = 1.0;
// Set to true to disable this control
this.noPan = false;
this.keyPanSpeed = 7.0; // pixels moved per arrow key push
// Set to true to automatically rotate around the target
this.autoRotate = false;
this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
// How far you can orbit vertically, upper and lower limits.
// Range is 0 to Math.PI radians.
this.minPolarAngle = 0; // radians
this.maxPolarAngle = Math.PI; // radians
// Set to true to disable use of the keys
this.noKeys = false;
// The four arrow keys
this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
////////////
// internals
var scope = this;
var EPS = 0.000001;
var rotateStart = new THREE.Vector2();
var rotateEnd = new THREE.Vector2();
var rotateDelta = new THREE.Vector2();
var panStart = new THREE.Vector2();
var panEnd = new THREE.Vector2();
var panDelta = new THREE.Vector2();
var panOffset = new THREE.Vector3();
var offset = new THREE.Vector3();
var dollyStart = new THREE.Vector2();
var dollyEnd = new THREE.Vector2();
var dollyDelta = new THREE.Vector2();
var phiDelta = 0;
var thetaDelta = 0;
var scale = 1;
var pan = new THREE.Vector3();
var lastPosition = new THREE.Vector3();
var STATE = { NONE : -1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
var state = STATE.NONE;
// for reset
this.target0 = this.target.clone();
this.position0 = this.object.position.clone();
// so camera.up is the orbit axis
var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
var quatInverse = quat.clone().inverse();
// events
var changeEvent = { type: 'change' };
var startEvent = { type: 'start'};
var endEvent = { type: 'end'};
this.rotateLeft = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
thetaDelta -= angle;
};
this.rotateUp = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
phiDelta -= angle;
};
// pass in distance in world space to move left
this.panLeft = function ( distance ) {
var te = this.object.matrix.elements;
// get X column of matrix
panOffset.set( te[ 0 ], te[ 1 ], te[ 2 ] );
panOffset.multiplyScalar( - distance );
pan.add( panOffset );
};
// pass in distance in world space to move up
this.panUp = function ( distance ) {
var te = this.object.matrix.elements;
// get Y column of matrix
panOffset.set( te[ 4 ], te[ 5 ], te[ 6 ] );
panOffset.multiplyScalar( distance );
pan.add( panOffset );
};
// pass in x,y of change desired in pixel space,
// right and down are positive
this.pan = function ( deltaX, deltaY ) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( scope.object.fov !== undefined ) {
// perspective
var position = scope.object.position;
var offset = position.clone().sub( scope.target );
var targetDistance = offset.length();
// half of the fov is center to top of screen
targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
// we actually don't use screenWidth, since perspective camera is fixed to screen height
scope.panLeft( 2 * deltaX * targetDistance / element.clientHeight );
scope.panUp( 2 * deltaY * targetDistance / element.clientHeight );
} else if ( scope.object.top !== undefined ) {
// orthographic
scope.panLeft( deltaX * (scope.object.right - scope.object.left) / element.clientWidth );
scope.panUp( deltaY * (scope.object.top - scope.object.bottom) / element.clientHeight );
} else {
// camera neither orthographic or perspective
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
}
};
this.dollyIn = function ( dollyScale ) {
if ( dollyScale === undefined ) {
dollyScale = getZoomScale();
}
scale /= dollyScale;
};
this.dollyOut = function ( dollyScale ) {
if ( dollyScale === undefined ) {
dollyScale = getZoomScale();
}
scale *= dollyScale;
};
this.update = function () {
var position = this.object.position;
offset.copy( position ).sub( this.target );
// rotate offset to "y-axis-is-up" space
offset.applyQuaternion( quat );
// angle from z-axis around y-axis
var theta = Math.atan2( offset.x, offset.z );
// angle from y-axis
var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
if ( this.autoRotate ) {
this.rotateLeft( getAutoRotationAngle() );
}
theta += thetaDelta;
phi += phiDelta;
// restrict phi to be between desired limits
phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
// restrict phi to be betwee EPS and PI-EPS
phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
var radius = offset.length() * scale;
// restrict radius to be between desired limits
radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
// move target to panned location
this.target.add( pan );
offset.x = radius * Math.sin( phi ) * Math.sin( theta );
offset.y = radius * Math.cos( phi );
offset.z = radius * Math.sin( phi ) * Math.cos( theta );
// rotate offset back to "camera-up-vector-is-up" space
offset.applyQuaternion( quatInverse );
position.copy( this.target ).add( offset );
this.object.lookAt( this.target );
thetaDelta = 0;
phiDelta = 0;
scale = 1;
pan.set( 0, 0, 0 );
if ( lastPosition.distanceToSquared( this.object.position ) > EPS ) {
this.dispatchEvent( changeEvent );
lastPosition.copy( this.object.position );
}
};
this.reset = function () {
state = STATE.NONE;
this.target.copy( this.target0 );
this.object.position.copy( this.position0 );
this.update();
};
function getAutoRotationAngle() {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
}
function getZoomScale() {
return Math.pow( 0.95, scope.zoomSpeed );
}
function onMouseDown( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
if ( event.button === 0 ) {
if ( scope.noRotate === true ) return;
state = STATE.ROTATE;
rotateStart.set( event.clientX, event.clientY );
} else if ( event.button === 1 ) {
if ( scope.noZoom === true ) return;
state = STATE.DOLLY;
dollyStart.set( event.clientX, event.clientY );
} else if ( event.button === 2 ) {
if ( scope.noPan === true ) return;
state = STATE.PAN;
panStart.set( event.clientX, event.clientY );
}
scope.domElement.addEventListener( 'mousemove', onMouseMove, false );
scope.domElement.addEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( startEvent );
}
function onMouseMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( state === STATE.ROTATE ) {
if ( scope.noRotate === true ) return;
rotateEnd.set( event.clientX, event.clientY );
rotateDelta.subVectors( rotateEnd, rotateStart );
// rotating across whole screen goes 360 degrees around
scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// rotating up and down along whole screen attempts to go 360, but limited to 180
scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
} else if ( state === STATE.DOLLY ) {
if ( scope.noZoom === true ) return;
dollyEnd.set( event.clientX, event.clientY );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
scope.dollyIn();
} else {
scope.dollyOut();
}
dollyStart.copy( dollyEnd );
} else if ( state === STATE.PAN ) {
if ( scope.noPan === true ) return;
panEnd.set( event.clientX, event.clientY );
panDelta.subVectors( panEnd, panStart );
scope.pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
}
scope.update();
}
function onMouseUp( /* event */ ) {
if ( scope.enabled === false ) return;
scope.domElement.removeEventListener( 'mousemove', onMouseMove, false );
scope.domElement.removeEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function onMouseWheel( event ) {
if ( scope.enabled === false || scope.noZoom === true ) return;
event.preventDefault();
event.stopPropagation();
var delta = 0;
if ( event.wheelDelta !== undefined ) { // WebKit / Opera / Explorer 9
delta = event.wheelDelta;
} else if ( event.detail !== undefined ) { // Firefox
delta = - event.detail;
}
if ( delta > 0 ) {
scope.dollyOut();
} else {
scope.dollyIn();
}
scope.update();
scope.dispatchEvent( startEvent );
scope.dispatchEvent( endEvent );
}
function onKeyDown( event ) {
if ( scope.enabled === false || scope.noKeys === true || scope.noPan === true ) return;
switch ( event.keyCode ) {
case scope.keys.UP:
scope.pan( 0, scope.keyPanSpeed );
scope.update();
break;
case scope.keys.BOTTOM:
scope.pan( 0, - scope.keyPanSpeed );
scope.update();
break;
case scope.keys.LEFT:
scope.pan( scope.keyPanSpeed, 0 );
scope.update();
break;
case scope.keys.RIGHT:
scope.pan( - scope.keyPanSpeed, 0 );
scope.update();
break;
}
}
function touchstart( event ) {
if ( scope.enabled === false ) return;
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.noRotate === true ) return;
state = STATE.TOUCH_ROTATE;
rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
break;
case 2: // two-fingered touch: dolly
if ( scope.noZoom === true ) return;
state = STATE.TOUCH_DOLLY;
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyStart.set( 0, distance );
break;
case 3: // three-fingered touch: pan
if ( scope.noPan === true ) return;
state = STATE.TOUCH_PAN;
panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
break;
default:
state = STATE.NONE;
}
scope.dispatchEvent( startEvent );
}
function touchmove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
event.stopPropagation();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.noRotate === true ) return;
if ( state !== STATE.TOUCH_ROTATE ) return;
rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
rotateDelta.subVectors( rotateEnd, rotateStart );
// rotating across whole screen goes 360 degrees around
scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// rotating up and down along whole screen attempts to go 360, but limited to 180
scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
scope.update();
break;
case 2: // two-fingered touch: dolly
if ( scope.noZoom === true ) return;
if ( state !== STATE.TOUCH_DOLLY ) return;
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyEnd.set( 0, distance );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
scope.dollyOut();
} else {
scope.dollyIn();
}
dollyStart.copy( dollyEnd );
scope.update();
break;
case 3: // three-fingered touch: pan
if ( scope.noPan === true ) return;
if ( state !== STATE.TOUCH_PAN ) return;
panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
panDelta.subVectors( panEnd, panStart );
scope.pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
scope.update();
break;
default:
state = STATE.NONE;
}
}
function touchend( /* event */ ) {
if ( scope.enabled === false ) return;
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
this.domElement.addEventListener( 'mousedown', onMouseDown, false );
this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox
this.domElement.addEventListener( 'touchstart', touchstart, false );
this.domElement.addEventListener( 'touchend', touchend, false );
this.domElement.addEventListener( 'touchmove', touchmove, false );
window.addEventListener( 'keydown', onKeyDown, false );
// force an update at start
this.update();
};
THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
// THREE.JS elements starts here.
// declaring key components.
let scene, camera, mesh, renderer, material;
const init = () => {
// Get container id for the three.js canvas
const container = document.getElementById('threeContainer');
// create webgl renderer with no background color
renderer = new THREE.WebGLRenderer({alpha: true, antialias: true});
// setting size of three.js by based on window size for making it responsive across platform
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
// creating a scene
scene = new THREE.Scene();
const screenW = window.innerWidth;
const screenH = window.innerHeight;
const screenRatio = screenW / screenH;
// set up the view frustum for camera view // this time will set the perceptive camera
camera = new THREE.PerspectiveCamera(45, screenRatio, 1, 10000);
// set up the position of the camera
camera.position.z = 200;
camera.position.x = 5;
controls = new THREE.OrbitControls(camera, renderer.domElement);
//////////////////
//** Light **//
let light = new THREE.PointLight(0xffffff);
light.position.set(20, 130, 20);
// need to add an ambient light
// for ambient colors to be visible
// make the ambient light darker so that
// it doesn't overwhelm (like emmisive light)
let light2 = new THREE.AmbientLight(0x333333);
light2.position.set(light.position);
scene.add(light2);
let lightbulbGeometry = new THREE.SphereGeometry(30, 16, 8);
let lightbulbMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending
});
let wireMaterial = new THREE.MeshBasicMaterial({color: 0x000000, wireframe: true});
let materialArray = [lightbulbMaterial, wireMaterial];
let lightbulb = THREE.SceneUtils.createMultiMaterialObject(lightbulbGeometry, materialArray);
lightbulb.position = light.position;
// scene.add(lightbulb);
scene.add(light);
// SphereGeometry(radius, widthSegments, heightSegments)
let geometry = new THREE.SphereGeometry(50, 10, 10,);
// regular surface which three types of color
// - Diffuse color of the material what color will be revealed under the pure white light. It can be perceived as the color of the object
// - Emissive light that shine from the materials surface or bounced light
// - Specular The color that will reflect under the light from a shiny surface
mesh = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({
color: new THREE.Color("rgb(42,245,152)"),
emissive: new THREE.Color("rgb(0,158,253)"),
specular: new THREE.Color("rgb(93,195,255)"),
shading: THREE.FlatShading,
wireframe: true
//How the triangles of a curved surface are rendered: THREE.SmoothShading, THREE.FlatShading, THREE.NoShading
}));
// creating colors for particle vertices on sphere
material2 = new THREE.ParticleBasicMaterial({
size: 8,
transparent: true,
opacity: 0.5,
color: 'white'
});
scene.add(mesh);
let geometry2 = new THREE.Geometry();
let vertices = mesh.geometry.vertices;
for (let i = 0; i < vertices.length; i++) {
console.log(vertices[i].x);
let particle = new THREE.Vector3(vertices[i].x, vertices[i].y, vertices[i].z);
particle.origin = new THREE.Vector3(vertices[i].x, vertices[i].y, vertices[i].z);
geometry2.vertices.push(particle);
}
// Adding particle system in the sphere
mesh2 = new THREE.ParticleSystem(geometry2, material2);
mesh2.sortParticles = true;
scene.add(mesh2);
// Render the scene
renderer.render(scene, camera);
// creating the 3d animation from here by tweaking the scale and color gradient
const tweenReduc = new TWEEN.Tween(mesh2.scale).to({y: 0.05, x: 0.05, z: 0.05}, 5000).easing(TWEEN.Easing.Exponential.InOut).onStart(function () {
new TWEEN.Tween(mesh2.material.color.getHSL()).to({h: 0.42, s: 91, l: 0.56}, 5000).onUpdate(
function()
{
mesh2.material.color.setHSL(this.h, this.s, this.l);
}
).start();
});
const tweenUp = new TWEEN.Tween(mesh2.scale).to({y: 3, x: 3, z: 3}, 400).onStart(function () {
new TWEEN.Tween(mesh2.material.color.getHSL()).to({h: 0.58, s: 0.01, l: 0.58}, 400).onUpdate(
function()
{
mesh2.material.color.setHSL(this.h, this.s, this.l);
}
).start();
});
// chain two animation together in order to create the animation loop
tweenReduc.chain(tweenUp);
tweenUp.chain(tweenReduc);
tweenReduc.start();
};
function animate() {
requestAnimationFrame(animate);
TWEEN.update();
// Animation
mesh.rotation.x += 0.001;
mesh.rotation.y += 0.001;
// mesh2.rotation.x += 0.005;
mesh2.rotation.y += 0.005;
mesh2.geometry.verticesNeedUpdate = true;
renderer.render(scene, camera);
}
init();
animate();
// Reference
// 1. Three.js
// 2. Orbitcontrol by
/**
* @author qiao / https://github.com/qiao
* @author mrdoob / http://mrdoob.com
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
* @author erich666 / http://erichaines.com
*/
// 3. Tween.js
Also see: Tab Triggers