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.container
h3.header Magnificent Trigonometry
.container
.row
#container.col-sm-6
#side.col-sm-6
h3 Options
.row
.col-sm-12
label.custom-control.custom-checkbox
input(type="checkbox" id="ce").custom-control-input
span.custom-control-indicator
span.custom-control-description Show circles
.row
label(for="n").col-sm-4 Circles
input(type="number" id="n" step="1").col-sm-8.form-control
.row
label(for="s").col-sm-4 Speed
input(type="number" id="s" step="0.001").col-sm-4.form-control
input(type="button" id="p" value="Pause").col-sm-4.form-control
.row
label(for="k").col-sm-4 Multiplier
input(type="number" id="k" step="0.2").col-sm-8.form-control
.row
label(for="aki").col-sm-4 Auto-adder
input(type="number" id="aki" step="0.001").col-sm-4.form-control
.col-sm-4
label.custom-control.custom-checkbox
input(type="checkbox" id="ake").custom-control-input
span.custom-control-indicator
span.custom-control-description Enable
.row
label.col-sm-4 Align view
.btn-group(id="a")
input(type="button" id="at" value="Top").btn
input(type="button" id="af" value="Front").btn
input(type="button" id="as" value="Side").btn
input(type="button" id="ad" value="Default").btn
h3 A few interesting combinations
p
i Note: it is recommended that you disable "Show circles" and set the speed to a very low value when the circle count is high.
table.table
thead
tr
th Comment
th Circles
th Multiplier
th Speed
th Action
tbody#cbs
h3 How does this work?
p Coming soon...
h3 Notes
p Patterns seem to be proper to a multiplier. However, this seems untrue for higher multipliers, where increasing the number of circles also changes the pattern. Maybe a stable pattern emerges only after a certain precision in the number of circles. To investigate.
h3 About
p This is a new version of this
a(href="https://codepen.io/ninivert/pen/LWXZaR/") pen
| , after I realized that I was limiting myself to one view, the top view.
p Powered by three.js
p Made with 💗 by
a(href="codepen.io/ninivert") ninivert
html,
body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
}
body {
$base-font-size: 18px;
$heading-scale: 8;
@for $i from 1 through 6 {
h#{$i} {
margin: .5em 0;
font-size: $base-font-size + $heading-scale * (6 - $i);
color: #2c3e50;
}
}
color: #34495e;
.header {
margin-top: .4em;
padding: .4em 0;
position: relative;
&::after {
content: '';
position: absolute;
bottom: 0;
left: 0;
display: block;
width: 2em;
height: 2px;
background: #2980b9;
}
// border-bottom: 2px solid #2980b9;
}
.row {
> #side {
> .row {
margin-bottom: .5em;
}
}
}
#container {
// overflow: auto;
> canvas {
width: 100% !important;
height: auto !important;
}
}
}
// * {
// outline: 2px solid #aaa;
// }
// ORBIT CONTROLS LEGACY
// https://raw.githubusercontent.com/mrdoob/three.js/501c06b6cbf07ff72c82def54e2d39d5a7e3a7d6/examples/js/controls/OrbitControls.js
/**
* @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
*/
// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
//
// 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 finger swipe
THREE.OrbitControls = function ( object, domElement ) {
this.object = object;
this.domElement = ( domElement !== undefined ) ? domElement : document;
// Set to false to disable this control
this.enabled = true;
// "target" sets the location of focus, where the object orbits around
this.target = new THREE.Vector3();
// How far you can dolly in and out ( PerspectiveCamera only )
this.minDistance = 0;
this.maxDistance = Infinity;
// How far you can zoom in and out ( OrthographicCamera only )
this.minZoom = 0;
this.maxZoom = Infinity;
// 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
// How far you can orbit horizontally, upper and lower limits.
// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
this.minAzimuthAngle = - Infinity; // radians
this.maxAzimuthAngle = Infinity; // radians
// Set to true to enable damping (inertia)
// If damping is enabled, you must call controls.update() in your animation loop
this.enableDamping = false;
this.dampingFactor = 0.25;
// This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
// Set to false to disable zooming
this.enableZoom = true;
this.zoomSpeed = 1.0;
// Set to false to disable rotating
this.enableRotate = true;
this.rotateSpeed = 1.0;
// Set to false to disable panning
this.enablePan = true;
this.keyPanSpeed = 7.0; // pixels moved per arrow key push
// Set to true to automatically rotate around the target
// If auto-rotate is enabled, you must call controls.update() in your animation loop
this.autoRotate = false;
this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
// Set to false to disable use of the keys
this.enableKeys = true;
// The four arrow keys
this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
// Mouse buttons
this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };
// for reset
this.target0 = this.target.clone();
this.position0 = this.object.position.clone();
this.zoom0 = this.object.zoom;
//
// public methods
//
this.getPolarAngle = function () {
return spherical.phi;
};
this.getAzimuthalAngle = function () {
return spherical.theta;
};
this.saveState = function () {
scope.target0.copy( scope.target );
scope.position0.copy( scope.object.position );
scope.zoom0 = scope.object.zoom;
};
this.reset = function () {
scope.target.copy( scope.target0 );
scope.object.position.copy( scope.position0 );
scope.object.zoom = scope.zoom0;
scope.object.updateProjectionMatrix();
scope.dispatchEvent( changeEvent );
scope.update();
state = STATE.NONE;
};
// this method is exposed, but perhaps it would be better if we can make it private...
this.update = function () {
var offset = new THREE.Vector3();
// 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();
var lastPosition = new THREE.Vector3();
var lastQuaternion = new THREE.Quaternion();
return function update() {
var position = scope.object.position;
offset.copy( position ).sub( scope.target );
// rotate offset to "y-axis-is-up" space
offset.applyQuaternion( quat );
// angle from z-axis around y-axis
spherical.setFromVector3( offset );
if ( scope.autoRotate && state === STATE.NONE ) {
rotateLeft( getAutoRotationAngle() );
}
spherical.theta += sphericalDelta.theta;
spherical.phi += sphericalDelta.phi;
// restrict theta to be between desired limits
spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );
// restrict phi to be between desired limits
spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
spherical.makeSafe();
spherical.radius *= scale;
// restrict radius to be between desired limits
spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );
// move target to panned location
scope.target.add( panOffset );
offset.setFromSpherical( spherical );
// rotate offset back to "camera-up-vector-is-up" space
offset.applyQuaternion( quatInverse );
position.copy( scope.target ).add( offset );
scope.object.lookAt( scope.target );
if ( scope.enableDamping === true ) {
sphericalDelta.theta *= ( 1 - scope.dampingFactor );
sphericalDelta.phi *= ( 1 - scope.dampingFactor );
} else {
sphericalDelta.set( 0, 0, 0 );
}
scale = 1;
panOffset.set( 0, 0, 0 );
// update condition is:
// min(camera displacement, camera rotation in radians)^2 > EPS
// using small-angle approximation cos(x/2) = 1 - x^2 / 8
if ( zoomChanged ||
lastPosition.distanceToSquared( scope.object.position ) > EPS ||
8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
scope.dispatchEvent( changeEvent );
lastPosition.copy( scope.object.position );
lastQuaternion.copy( scope.object.quaternion );
zoomChanged = false;
return true;
}
return false;
};
}();
this.dispose = function () {
scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );
scope.domElement.removeEventListener( 'mousedown', onMouseDown, false );
scope.domElement.removeEventListener( 'wheel', onMouseWheel, false );
scope.domElement.removeEventListener( 'touchstart', onTouchStart, false );
scope.domElement.removeEventListener( 'touchend', onTouchEnd, false );
scope.domElement.removeEventListener( 'touchmove', onTouchMove, false );
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
window.removeEventListener( 'keydown', onKeyDown, false );
//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
};
//
// internals
//
var scope = this;
var changeEvent = { type: 'change' };
var startEvent = { type: 'start' };
var endEvent = { type: 'end' };
var STATE = { NONE: - 1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 };
var state = STATE.NONE;
var EPS = 0.000001;
// current position in spherical coordinates
var spherical = new THREE.Spherical();
var sphericalDelta = new THREE.Spherical();
var scale = 1;
var panOffset = new THREE.Vector3();
var zoomChanged = false;
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 dollyStart = new THREE.Vector2();
var dollyEnd = new THREE.Vector2();
var dollyDelta = new THREE.Vector2();
function getAutoRotationAngle() {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
}
function getZoomScale() {
return Math.pow( 0.95, scope.zoomSpeed );
}
function rotateLeft( angle ) {
sphericalDelta.theta -= angle;
}
function rotateUp( angle ) {
sphericalDelta.phi -= angle;
}
var panLeft = function () {
var v = new THREE.Vector3();
return function panLeft( distance, objectMatrix ) {
v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
v.multiplyScalar( - distance );
panOffset.add( v );
};
}();
var panUp = function () {
var v = new THREE.Vector3();
return function panUp( distance, objectMatrix ) {
v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix
v.multiplyScalar( distance );
panOffset.add( v );
};
}();
// deltaX and deltaY are in pixels; right and down are positive
var pan = function () {
var offset = new THREE.Vector3();
return function pan( deltaX, deltaY ) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( scope.object instanceof THREE.PerspectiveCamera ) {
// perspective
var position = scope.object.position;
offset.copy( position ).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
panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
// orthographic
panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
} else {
// camera neither orthographic nor perspective
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
scope.enablePan = false;
}
};
}();
function dollyIn( dollyScale ) {
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale /= dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;
}
}
function dollyOut( dollyScale ) {
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale *= dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;
} else {
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;
}
}
//
// event callbacks - update the object state
//
function handleMouseDownRotate( event ) {
//console.log( 'handleMouseDownRotate' );
rotateStart.set( event.clientX, event.clientY );
}
function handleMouseDownDolly( event ) {
//console.log( 'handleMouseDownDolly' );
dollyStart.set( event.clientX, event.clientY );
}
function handleMouseDownPan( event ) {
//console.log( 'handleMouseDownPan' );
panStart.set( event.clientX, event.clientY );
}
function handleMouseMoveRotate( event ) {
//console.log( 'handleMouseMoveRotate' );
rotateEnd.set( event.clientX, event.clientY );
rotateDelta.subVectors( rotateEnd, rotateStart );
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
// rotating across whole screen goes 360 degrees around
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
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
scope.update();
}
function handleMouseMoveDolly( event ) {
//console.log( 'handleMouseMoveDolly' );
dollyEnd.set( event.clientX, event.clientY );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
dollyIn( getZoomScale() );
} else if ( dollyDelta.y < 0 ) {
dollyOut( getZoomScale() );
}
dollyStart.copy( dollyEnd );
scope.update();
}
function handleMouseMovePan( event ) {
//console.log( 'handleMouseMovePan' );
panEnd.set( event.clientX, event.clientY );
panDelta.subVectors( panEnd, panStart );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
scope.update();
}
function handleMouseUp( event ) {
// console.log( 'handleMouseUp' );
}
function handleMouseWheel( event ) {
// console.log( 'handleMouseWheel' );
if ( event.deltaY < 0 ) {
dollyOut( getZoomScale() );
} else if ( event.deltaY > 0 ) {
dollyIn( getZoomScale() );
}
scope.update();
}
function handleKeyDown( event ) {
//console.log( 'handleKeyDown' );
switch ( event.keyCode ) {
case scope.keys.UP:
pan( 0, scope.keyPanSpeed );
scope.update();
break;
case scope.keys.BOTTOM:
pan( 0, - scope.keyPanSpeed );
scope.update();
break;
case scope.keys.LEFT:
pan( scope.keyPanSpeed, 0 );
scope.update();
break;
case scope.keys.RIGHT:
pan( - scope.keyPanSpeed, 0 );
scope.update();
break;
}
}
function handleTouchStartRotate( event ) {
//console.log( 'handleTouchStartRotate' );
rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
}
function handleTouchStartDolly( event ) {
//console.log( 'handleTouchStartDolly' );
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 );
}
function handleTouchStartPan( event ) {
//console.log( 'handleTouchStartPan' );
panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
}
function handleTouchMoveRotate( event ) {
//console.log( 'handleTouchMoveRotate' );
rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
rotateDelta.subVectors( rotateEnd, rotateStart );
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
// rotating across whole screen goes 360 degrees around
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
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
scope.update();
}
function handleTouchMoveDolly( event ) {
//console.log( 'handleTouchMoveDolly' );
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 ) {
dollyOut( getZoomScale() );
} else if ( dollyDelta.y < 0 ) {
dollyIn( getZoomScale() );
}
dollyStart.copy( dollyEnd );
scope.update();
}
function handleTouchMovePan( event ) {
//console.log( 'handleTouchMovePan' );
panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
panDelta.subVectors( panEnd, panStart );
pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
scope.update();
}
function handleTouchEnd( event ) {
//console.log( 'handleTouchEnd' );
}
//
// event handlers - FSM: listen for events and reset state
//
function onMouseDown( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
switch ( event.button ) {
case scope.mouseButtons.ORBIT:
if ( scope.enableRotate === false ) return;
handleMouseDownRotate( event );
state = STATE.ROTATE;
break;
case scope.mouseButtons.ZOOM:
if ( scope.enableZoom === false ) return;
handleMouseDownDolly( event );
state = STATE.DOLLY;
break;
case scope.mouseButtons.PAN:
if ( scope.enablePan === false ) return;
handleMouseDownPan( event );
state = STATE.PAN;
break;
}
if ( state !== STATE.NONE ) {
document.addEventListener( 'mousemove', onMouseMove, false );
document.addEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( startEvent );
}
}
function onMouseMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
switch ( state ) {
case STATE.ROTATE:
if ( scope.enableRotate === false ) return;
handleMouseMoveRotate( event );
break;
case STATE.DOLLY:
if ( scope.enableZoom === false ) return;
handleMouseMoveDolly( event );
break;
case STATE.PAN:
if ( scope.enablePan === false ) return;
handleMouseMovePan( event );
break;
}
}
function onMouseUp( event ) {
if ( scope.enabled === false ) return;
handleMouseUp( event );
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function onMouseWheel( event ) {
if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;
event.preventDefault();
event.stopPropagation();
handleMouseWheel( event );
scope.dispatchEvent( startEvent ); // not sure why these are here...
scope.dispatchEvent( endEvent );
}
function onKeyDown( event ) {
if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;
handleKeyDown( event );
}
function onTouchStart( event ) {
if ( scope.enabled === false ) return;
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.enableRotate === false ) return;
handleTouchStartRotate( event );
state = STATE.TOUCH_ROTATE;
break;
case 2: // two-fingered touch: dolly
if ( scope.enableZoom === false ) return;
handleTouchStartDolly( event );
state = STATE.TOUCH_DOLLY;
break;
case 3: // three-fingered touch: pan
if ( scope.enablePan === false ) return;
handleTouchStartPan( event );
state = STATE.TOUCH_PAN;
break;
default:
state = STATE.NONE;
}
if ( state !== STATE.NONE ) {
scope.dispatchEvent( startEvent );
}
}
function onTouchMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
event.stopPropagation();
switch ( event.touches.length ) {
case 1: // one-fingered touch: rotate
if ( scope.enableRotate === false ) return;
if ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?...
handleTouchMoveRotate( event );
break;
case 2: // two-fingered touch: dolly
if ( scope.enableZoom === false ) return;
if ( state !== STATE.TOUCH_DOLLY ) return; // is this needed?...
handleTouchMoveDolly( event );
break;
case 3: // three-fingered touch: pan
if ( scope.enablePan === false ) return;
if ( state !== STATE.TOUCH_PAN ) return; // is this needed?...
handleTouchMovePan( event );
break;
default:
state = STATE.NONE;
}
}
function onTouchEnd( event ) {
if ( scope.enabled === false ) return;
handleTouchEnd( event );
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function onContextMenu( event ) {
event.preventDefault();
}
//
scope.domElement.addEventListener( 'contextmenu', onContextMenu, false );
scope.domElement.addEventListener( 'mousedown', onMouseDown, false );
scope.domElement.addEventListener( 'wheel', onMouseWheel, false );
scope.domElement.addEventListener( 'touchstart', onTouchStart, false );
scope.domElement.addEventListener( 'touchend', onTouchEnd, false );
scope.domElement.addEventListener( 'touchmove', onTouchMove, false );
window.addEventListener( 'keydown', onKeyDown, false );
// force an update at start
this.update();
};
THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
THREE.OrbitControls.prototype.constructor = THREE.OrbitControls;
Object.defineProperties( THREE.OrbitControls.prototype, {
center: {
get: function () {
console.warn( 'THREE.OrbitControls: .center has been renamed to .target' );
return this.target;
}
},
// backward compatibility
noZoom: {
get: function () {
console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
return ! this.enableZoom;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
this.enableZoom = ! value;
}
},
noRotate: {
get: function () {
console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
return ! this.enableRotate;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
this.enableRotate = ! value;
}
},
noPan: {
get: function () {
console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
return ! this.enablePan;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
this.enablePan = ! value;
}
},
noKeys: {
get: function () {
console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
return ! this.enableKeys;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
this.enableKeys = ! value;
}
},
staticMoving: {
get: function () {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
return ! this.enableDamping;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
this.enableDamping = ! value;
}
},
dynamicDampingFactor: {
get: function () {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
return this.dampingFactor;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
this.dampingFactor = value;
}
}
} );
/**
* THREE.JS
* TODO
* add plane to see only one part of the sphere
* add proper explanation of the pen
* show a few interesting combinations
* add gif export
* KNOWN BUGS
* n must be multiple of 2... for some reason
* "incomplete" circle bug --> the camera has depth
*/
console.clear();
let scene, camera, renderer, controls;
const width = 500,
height = 500;
/**
* Camera setup
*/
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(
10,
width/height,
1,
1000
);
camera.position.set(0, 12, 10);
camera.lookAt(scene.position);
/**
* Renderer setup
*/
renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
document.getElementById('container').appendChild(renderer.domElement);
/**
* Controller setup
*/
controls = new THREE.OrbitControls(camera, document.getElementById('container'));
controls.rotateSpeed = 0.5;
controls.enableZoom = false;
controls.enablePan = false;
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.autoRotate = false;
controls.autoRotateSpeed = 1;
/**
* UI objects
*/
// Options
let opts = {
ce: true, // Circle enable
n: 16, // Number of circles & dots
s: 0.02, // Speed
p: false, // Pause/Unpause
k: 1, // Multiplier, full amplitude
aki: 0.01, // Auto multiplier incrementation
ake: false, // Auto multiplier enable
at: [0, 16, 0], // Align view to top
af: [16, 0, 0], // Align view to front
as: [0, 0, 16], // Align view to side
ad: [0, 12, 10], // Align view to default
ENDOFOPTIONS: null, // Placeholder
t: 0, // Time
elmts: {
ce: document.getElementById('ce'),
n: document.getElementById('n'),
s: document.getElementById('s'),
p: document.getElementById('p'),
k: document.getElementById('k'),
aki: document.getElementById('aki'),
ake: document.getElementById('ake'),
at: document.getElementById('at'),
af: document.getElementById('af'),
as: document.getElementById('as'),
ad: document.getElementById('ad')
},
handlers: {
ce: function() {
// Set the visibility of all circles
opts.ce = this.checked;
for (let i=0; i<circles.length; i++) {
circles[i].visible = opts.ce;
}
},
n: function() {
let value = parseInt(this.value);
// Set minimum value for k
value = Math.max(1, Math.min(value, 10000));
// Apply the value
generateMeshes(value, opts.n);
// Set the value
opts.n = value;
this.value = value;
},
s: function() {
// Pause comes before speed modification
if (opts.p === true) return;
let value = parseFloat(this.value);
// Clamp the value between 0.01 and 1
value = Math.max(0.001, Math.min(1, value));
// Set the value
opts.s = value;
this.value = value;
},
p: function() {
// Toggle pause state
opts.p = !opts.p;
// Apply pause
if (opts.p) {
opts.s = 0;
this.value = 'Unpause';
} else {
// Update the speed value
// Call the event handler for the speed input with context
opts.handlers.s.call(opts.elmts.s);
this.value = 'Pause';
}
},
k: function() {
let value = parseFloat(this.value);
// Set minimum value for k
value = Math.max(0, value);
// Set the value
opts.k = value;
this.value = value;
},
aki: function() {
let value = parseFloat(this.value);
// Set minimum value for k
value = Math.max(0, Math.min(value, 1));
// Set the value
opts.aki = value;
this.value = value;
},
ake: function() {
opts.ake = this.checked;
},
at: function() {
camera.position.set(...opts.at);
},
af: function() {
camera.position.set(...opts.af);
},
as: function() {
camera.position.set(...opts.as);
},
ad: function() {
camera.position.set(...opts.ad);
}
},
init: function() {
let keys = Object.keys(this),
elmt, type;
for (let i of keys) {
// Stop when you arrive at the end of the option list
if (i === 'ENDOFOPTIONS') break;
elmt = this.elmts[i];
type = elmt.type;
if (type === 'checkbox' || type === 'button') {
elmt.checked = this[i];
elmt.onclick = this.handlers[i];
}
if (type === 'number') {
elmt.value = this[i];
elmt.onchange = this.handlers[i];
}
}
}
};
opts.init();
// Interesting combinations
let cbs = {
values: [
['One synced arc', 16, 0, 0.02],
['Nearly a spiral', 16, 0.5, 0.02],
['Repulsive circle', 16, 43, 0.02],
['2 dancing arcs', 16, 47.8, 0.02],
['3 dancing arcs', 16, 42.8, 0.02],
['2 rotating circles', 32, 33, 0.02],
['Clover', 32, 34, 0.02],
['Rotor, 3 blades', 128, 3, 0.02],
['Rotor, 5 blades', 256, 5, 0.02],
['Rotating flower', 800, 43, 0.01],
['Rotating flower with waves', 800, 53, 0.01],
['Switching halves', 800, 64, 0.01],
['Glitchy flower, 4 petals', 800, 79.8, 0.01],
['Glitchy flower, 5 petals', 1000, 105, 0.01],
['Tripping flower', 1000, 33, 0.005]
],
handler: function() {
let i = this.i;
opts.elmts.n.value = cbs.values[i][1];
opts.elmts.k.value = cbs.values[i][2];
opts.elmts.s.value = cbs.values[i][3];
opts.handlers.n.call(opts.elmts.n);
opts.handlers.k.call(opts.elmts.k);
opts.handlers.s.call(opts.elmts.s);
},
init: function() {
let tbody = document.getElementById('cbs');
let value, tr, td, btn;
for (let i=0; i<cbs.values.length; i++) {
// Values
value = cbs.values[i];
tr = document.createElement('tr');
for (let j=0; j<value.length; j++) {
td = document.createElement('td');
td.innerHTML = value[j];
tr.appendChild(td);
}
// Button
td = document.createElement('td');
btn = document.createElement('button');
btn.classList.add('btn');
btn.innerHTML = 'Load';
btn.i = i;
btn.onclick = cbs.handler;
td.appendChild(btn);
tr.appendChild(td)
// Append
tbody.appendChild(tr);
}
}
};
cbs.init();
/**
* Meshes
*/
// Global variables for the meshes
let dots = [], circles = [];
function generateMeshes(newN = 0, oldN = 0) {
// Return if no changes have happened
if (newN === oldN) return;
// Construction variables
let c = {}, d = {};
c.material = new THREE.LineBasicMaterial({color: 0xcccccc});
c.geometry = new THREE.CircleGeometry(1, 64);
c.geometry.vertices.shift(); // Remove center vertex
d.material = new THREE.MeshBasicMaterial({color: 0x000000});
d.geometry = new THREE.SphereGeometry(.02, 8, 8);
// Check if meshes need to be added or removed
if (newN > oldN) {
// Meshes need to be added
let diff = newN - oldN; // # to be added
for (let i=0; i<diff; i++) {
c.mesh = new THREE.Line(c.geometry, c.material);
c.mesh.visible = opts.ce; // Set visibility (while adding circles live)
circles.push(c.mesh);
scene.add(c.mesh);
d.mesh = new THREE.Mesh(d.geometry, d.material);
dots.push(d.mesh);
scene.add(d.mesh);
}
} else {
// Meshes need to be removed
let diff = oldN - newN; // # to be removed
let circle, dot;
for (let i=0; i<diff; i++) {
// Last elements of the arrays
circle = circles[oldN-i-1];
dot = dots[oldN-i-1];
// Clean memory and remove meshes
circle.material.dispose();
circle.geometry.dispose();
circles.pop();
scene.remove(circle);
dot.material.dispose();
dot.geometry.dispose();
dots.pop();
scene.remove(dot);
}
}
// Changes have been made, so we need to update the rotation
for (let i=0, rot; i<newN; i++) {
rot = i/newN*Math.PI;
circles[i].rotation.y = rot;
dots[i].delay = rot; // The dot's delay and rotation
}
}
generateMeshes(opts.n, 0);
/**
* Rendering
*/
let nextframe;
function loop() {
opts.t += opts.s;
let _time, _rot, _dot;
for (let i=0; i<dots.length; i++) {
_dot = dots[i]; // The current dot
_time = opts.t + _dot.delay*opts.k; // The actual time for the dot
_rot = _dot.delay; // The actual rotation of the dot
_dot.position.x = Math.sin(_rot)*Math.sin(_time);
_dot.position.y = Math.cos(_time);
_dot.position.z = Math.cos(_rot)*Math.sin(_time);
}
if (opts.ake) {
opts.k += opts.aki;
opts.k = Math.round(opts.k*1000)/1000; // Because of rounding imprecisions
opts.elmts.k.value = opts.k;
}
controls.update();
renderer.render(scene, camera);
nextframe = requestAnimationFrame(loop);
}
loop();
Also see: Tab Triggers