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body {
width: 100%;
height: 100%;
background: radial-gradient(#ffffff, #000000);
background-size: 100% 100%;
overflow: hidden;
cursor: crosshair;
}
/**
* A remake of Leslie Zimmermann's
See the original here: https://codepen.io/vanillacrescent/pen/jWppeX
*/
{
const set = Object.assign;
const scene = new THREE.Scene();
const { innerWidth, innerHeight } = window;
const camera = new THREE.PerspectiveCamera(
75,
innerWidth / innerHeight,
0.1,
1000
);
camera.position.z = 10;
const renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize(innerWidth, innerHeight);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Create lighting.
const createLighting = scene => {
const white = 0xffffff;
const main = new THREE.HemisphereLight(white, white, 0.8);
const shadow = new THREE.DirectionalLight(white, 0.3);
const back = new THREE.DirectionalLight(white, 0.2);
// Shadow light props.
shadow.position.set(200, 200, 200);
shadow.castShadow = true;
shadow.shadowDarkness = 0.3;
// Back light props.
back.position.set(-100, 200, 50);
back.shadowDarkness = 0.1;
back.castShadow = true;
// Add to scene.
[main, shadow, back].forEach(light => scene.add(light));
};
// Eye Materials
const materials = {
white: new THREE.MeshStandardMaterial({
color: 0xffffff,
shading: THREE.SmoothShading
}),
green: new THREE.MeshStandardMaterial({
color: 0x331a09,
shading: THREE.SmoothShading,
roughness: 0.3,
metalness: 0.4
}),
black: new THREE.MeshStandardMaterial({
color: 0x000000,
roughness: 0.3,
metalness: 0.4
})
};
// Create the eye geometry and return the eyeball
const createEye = (x, { white, green, black }) => {
// Create geometry.
const eyeballGeom = new THREE.SphereGeometry(2, 64, 64);
//.SphereGeometry(3, 50, 50, 0, Math.PI * 2, 0, Math.PI * 2);
const eyeball = new THREE.Mesh(eyeballGeom, white);
const irisGeom = new THREE.SphereGeometry(1, 256, 16);
const iris = new THREE.Mesh(irisGeom, green);
const pupilGeom = new THREE.SphereGeometry(0.6, 48, 4);
const pupil = new THREE.Mesh(pupilGeom, black);
// Create group
const eyeInner = new THREE.Group();
// Eyeball props
set(eyeball.position, { x, y: 0, z: 0 });
set(iris.position, { x: 0, y: 0, z: 1.64 });
iris.scale.y = 0.4;
iris.rotation.x = Math.PI / 2;
// Pupil props
set(pupil.position, { x: 0, y: 0, z: 1.89 });
pupil.scale.y = 0.3;
pupil.rotation.x = Math.PI / 2;
// Add eye parts
eyeInner.add(iris);
eyeInner.add(pupil);
eyeball.add(eyeInner);
// Group
const threegroup = new THREE.Group();
threegroup.add(eyeball);
scene.add(threegroup);
return eyeball;
};
const respond = (x, y, eyeball) => {
const xMin = Math.abs(x) > 200;
const yMin = Math.abs(y) > 200;
const yRot = (xMin ? x / Math.abs(x) * 200 : x) / 200 * Math.PI * 0.2;
const xRot = (yMin ? y / Math.abs(y) * 200 : y) / 200 * Math.PI * 0.2;
// Set the positions
eyeball.rotation.x += (xRot - eyeball.rotation.x) / 20;
eyeball.rotation.y += (yRot - eyeball.rotation.y) / 20;
};
// Set up private variable and calls for the loop fn
const loopPartial = (width, height) => {
let xPos = width / 2;
let yPos = height / 2;
let color = 1;
let frac = 1;
const eye = createEye(0, materials);
// add objects to the scene
createLighting(scene);
document.body.addEventListener(
"mousemove",
e => {
e.preventDefault();
xPos = e.clientX;
yPos = e.clientY;
},
false
);
return () => {
color += frac;
if(color === 255){
frag = -1;
}
if(color === 0){
frag = 1;
}
const newXPos = xPos - window.innerWidth / 2;
const newYPos = yPos - window.innerHeight / 2;
respond(newXPos, newYPos, eye);
document.body.style.background = `radial-gradient(hsl(${color},60%,70%), #000000)`;
requestAnimationFrame(loop);
renderer.render(scene, camera);
};
};
// Crete the loop fn
const loop = loopPartial(innerWidth, innerHeight);
// Call loop
loop();
}
Also see: Tab Triggers