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<div id="ocean" class="ocean"></div>
<div id="overlay" class="overlay">
<div id="holder" class="holder">
<div id="settings">settings:</div>
<div id="parameter">scene rotation speed</div>
<input type="range" min="1" max="100" value="1" class="slider" id="speed">
<div id="parameter">tires size</div>
<input type="range" min="1" max="100" value="1" class="slider" id="tsize">
<div id="parameter">jellyfish size</div>
<input type="range" min="1" max="100" value="1" class="slider" id="jsize">
<button type="button" id="button">resume</button>
</div>
</div>
#ocean {
position: absolute;
width: 100%;
height: 100%;
background: linear-gradient(#045c7c, #0d324e);
}
body {
margin: 0;
height: 100%;
overflow: hidden;
}
#overlay {
background: white;
font-family: "Allerta Stencil", sans-serif;
font-size: 1em;
opacity: 0.75;
position: absolute;
width: 100%;
height: 100%;
display: none;
top: 0;
left: 0;
}
#settings {
margin-top: 50px;
font-size: 2.8em;
}
#parameter {
margin-top: 50px;
font-size: 1.1em;
}
#holder {
width: 40%;
margin-left: auto;
margin-right: auto;
}
#parameter {
width: 100%;
margin-top: 20px;
text-align: center;
}
#settings {
text-align: center;
}
.slidecontainer {
width: 100%;
}
.slider:hover {
opacity: 0.85;
}
.slider {
-webkit-appearance: none;
margin-top: 30px;
width: 100%;
height: 2px;
border-radius: 5px;
background: #d3d3d3;
outline: none;
opacity: 0.25;
-webkit-transition: 0.2s;
transition: opacity 0.2s;
}
.slider::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
display: inline-block;
margin-left: 0px;
height: 45px;
border-radius: 100%;
width: 45px;
border: solid black 6px;
cursor: pointer;
}
.slider::-moz-range-thumb {
display: inline-block;
margin-left: 0px;
height: 50px;
border-radius: 100%;
width: 50px;
border: solid black 4px;
cursor: pointer;
}
#button {
margin-top: 40px;
width: 100%;
background-color: white;
color: black;
border: 3px solid #555555;
font-size: 1.75em;
font-family: "Allerta Stencil", sans-serif;
}
#button:hover {
background-color: #555555;
color: white;
}
let mousePos= {x:0, y:0};
HEIGHT = window.innerHeight,
WIDTH = window.innerWidth,
flag=true;
const Pi = Math.PI,
scene = new THREE.Scene(),
camera = new THREE.PerspectiveCamera(60, WIDTH/HEIGHT, 1, 10000),
renderer = new THREE.WebGLRenderer({alpha: true, antialias: true}),
container = document.getElementById('ocean'),
ambientLight = new THREE.AmbientLight(0x045c7c, .5),
hemisphereLight = new THREE.HemisphereLight(0xaaaaaa,0x000000, .9),
shadowLight = new THREE.DirectionalLight(0xffffff, .9);
const shapes = { //all the variables behind the objects in the scene
seabed : {
radius: 660,
height: 700,
rSeg:50,
hSeg:20,
ampR: 20,
speedC: .015,
color: 0x531e1e,
rotation: .005,
x: 0,
y: -620,
z: -50,
step: .000005,
},
bottle : {
colors : ["orange", "blue","white", "red", "green", "blue",],
height: 20,
radius: 5,
segments: 16,
x: 0,
y: 150,
z: 110,
scale: 1,
},
can : {
colors : ["green", "orange", "black", "red", "brown", "blue",],
radius:5,
height: 20,
segments: 16,
},
fish : {
radius : 4,
height : 15,
segments : 12,
},
water : {
groupNumber : 22,
membersNumber : 20,
depth: 450,
step: .0015,
},
tire : {
innerR : 8,
outerR : 16,
rSegments : 8,
tSegments : 20,
number: 25,
step: .003,
},
tentacle : {
partsNum: 20,
partsOffset: 30,
firstOff: 10,
},
jellyfish : {
y : 100,
z : 110,
minX: -350,
maxX: 350,
minY: 70,
maxY: 450,
}
};
const settings={
camera: {
x:0,
y:350,
z:600,
xRot: -Pi/32,
},
oNpause: false,
},
params = {
jsize:1,
speed:1,
tsize:1,
};
let water,
trash,
trashHolder,
jellyfish,
tentacles = [],
jellyDisplacementX = 0,
jellyDisplacementY = 0,
crashSpeedX = 0,
crashSpeedY = 0,
crash,
countTentacles=0;
function initScene() { //scene initialisation
scene.fog = new THREE.Fog(0x38bbb7, -200,950);
camera.position.set(settings.camera.x,settings.camera.y,settings.camera.z);
camera.rotation.x=settings.camera.xRot;
renderer.setSize(WIDTH, HEIGHT);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
window.addEventListener('resize', handleWindowResize, false);
}
function normalize(v,vmin,vmax,tmin, tmax){
const nv = Math.max(Math.min(v,vmax), vmin);
const dv = vmax-vmin;
const pc = (nv-vmin)/dv;
const dt = tmax-tmin;
const tv = tmin + (pc*dt);
return tv;
}
function handleMouseMove(event) {
const tx = -1 + (event.clientX / WIDTH)*2;
const ty = 1 - (event.clientY / HEIGHT)*2;
mousePos = {x:tx, y:ty};
}
function handleWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
function initLights() {
scene.add(hemisphereLight);
scene.add(shadowLight);
scene.add(ambientLight);
}
Seabed = function(rad,h,rS,hS,a,sC,color,xP,yP,zP){
//the seabed is rotated cylinder
const geometry = new THREE.CylinderGeometry(rad,rad,h,rS,hS);
geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Pi/2));
geometry.mergeVertices();
const length = geometry.vertices.length;
this.bumps = [];
//add some bumps for more realism
for(let i=0; i<length; i++){
const v = geometry.vertices[i];
this.bumps.push({x : v.x,
y : v.y,
z : v.z,
ang: Math.random()*Pi*2,
amp: Math.random()*a,
speed: sC + Math.random()*sC});
}
const material = new THREE.MeshPhongMaterial({
color: color,
transparent:true,
opacity:.99,
flatShading:true,
});
this.mesh = new THREE.Mesh(geometry, material);
this.mesh.receiveShadow = true;
this.mesh.position.set(xP,yP,zP);
}
Seabed.prototype.moveBumps = function (step){
const verts = this.mesh.geometry.vertices;
const length = verts.length;
for (let i=0; i<length; i++){
const v = verts[i];
const vprops = this.bumps[i];
v.x = vprops.x + Math.cos(vprops.ang)*vprops.amp;
v.y = vprops.y + Math.sin(vprops.ang)*vprops.amp;
vprops.ang += vprops.speed;
}
this.mesh.geometry.verticesNeedUpdate=true;
seabed.mesh.rotation.z += step;
}
const seabed = new Seabed(shapes.seabed.radius, shapes.seabed.height,
shapes.seabed.rSeg, shapes.seabed.hSeg,
shapes.seabed.ampR, shapes.seabed.speedC, shapes.seabed.color,
shapes.seabed.x, shapes.seabed.y, shapes.seabed.z);
scene.add(seabed.mesh);
Water = function(gN,mN,d){
// water collects all of the different thing that can be swimming in it
this.mesh = new THREE.Object3D();
this.objects = [];
const step = Pi*2 / gN;
let angle , object , type,offset,depth;
for(let j = 0; j < gN; j++){
angle = step*j;
offset = (Pi/16)*(Math.random()*0.4 + 0.8); // put the next object on random place
for(let i = 0; i < mN; i++){
type = Math.floor(Math.random()*30); //choose the type of the object, it can be bottle, can or fish
if(type<8) {
offset = (Pi/4)*(Math.random()*0.4 - 0.8);
if(type<3) object = new Bottle(shapes.bottle.radius, shapes.bottle.height, shapes.bottle.segments,shapes.bottle.scale,shapes.bottle.colors);
else object = new Can(shapes.can.radius, shapes.can.height,shapes.can.segments, shapes.can.colors);
object.mesh.rotation.z= Math.random()*Pi*2;
}
else {
offset = (Pi/8)*(Math.random()*0.4 - 0.8);
object = new Fish(shapes.fish.radius,shapes.fish.height,shapes.fish.segments);
object.mesh.rotation.z = angle + offset;
}
object.mesh.position.z = 0-Math.random()*d;
this.objects.push(object);
depth = shapes.seabed.height + Math.random()*d*1.5;
object.mesh.position.y = Math.sin(angle + offset)*(depth);
object.mesh.position.x = Math.cos(angle + offset)*(depth);
object.angle = angle + offset;
this.mesh.add(object.mesh);
}
}
}
function createWater(y){
water = new Water(shapes.water.groupNumber, shapes.water.membersNumber,shapes.water.depth);
water.mesh.position.y = shapes.seabed.y;
scene.add(water.mesh);
}
Fish = function(r,h,seg){
//the fish is created with three cones
this.mesh = new THREE.Object3D();
this.mesh.name = "fish";
const geomHead = new THREE.ConeGeometry( r, h*8/15, seg);
const material = new THREE.MeshPhongMaterial({ color:new THREE.Color("rgb(255,"+ Math.floor(95 + Math.random()*100) +","+ (Math.floor(Math.random()*20))+")"),});
const head = new THREE.Mesh(geomHead, material);
head.castShadow = true;
head.receiveShadow = true;
this.mesh.add(head);
const geomBody = new THREE.ConeGeometry(r, h, seg);
const body = new THREE.Mesh(geomBody,material);
body.rotation.x= Pi;
body.position.y-=h*.77;
body.castShadow= true;
body.receiveShadow = true;
this.mesh.add(body);
const geomTail = new THREE.ConeGeometry(r/2, h*7/15, seg/3);
const tail = new THREE.Mesh(geomTail,material);
tail.position.y-=h*4/3;
tail.castShadow = true;
tail.receiveShadow = true;
this.mesh.add(tail);
}
const Bottle = function(r,h,seg,sc,colors){
//the bottle is created with cylinders
//material simulates transparency
this.mesh= new THREE.Object3D();
const type = Math.floor(Math.random()*3 );
const materialLiquid = new THREE.MeshPhongMaterial({color: colors[2*(type)], transparent: true, opacity: .6, flatShading:true,});
const materialLabel = new THREE.MeshPhongMaterial({color: colors[2*(type) + 1], transparent: true,opacity: .7 , flatShading:true,});
const geometryBody = new THREE.CylinderGeometry(r,r,h,seg,seg);
const body = new THREE.Mesh(geometryBody, materialLiquid);
this.mesh.add(body);
const geometryLabel = new THREE.CylinderGeometry(r,r,h*.4,seg,seg,0, Pi/4);
const label = new THREE.Mesh(geometryLabel, materialLabel);
label.position.y+=h/10;
this.mesh.add(label);
const geometryNeck = new THREE.CylinderGeometry(r/3, r, h*.6, seg, seg);
const neck = new THREE.Mesh(geometryNeck, materialLiquid);
neck.position.y+=h*.8;
this.mesh.add(neck);
const geometryCap = new THREE.CylinderGeometry(r*.4, r*.4, 3*h/20,seg,seg);
const cap = new THREE.Mesh(geometryCap, materialLabel);
cap.position.y+=h*1.2;
this.mesh.add(cap);
this.mesh.castShadow = true;
this.mesh.receiveShadow = true;
this.mesh.scale.set(sc,sc,sc);
}
const Can = function(r,h,seg,colors){
// using the same approach as for the bottle
this.mesh= new THREE.Object3D();
const type = Math.floor(Math.random()*3 );
const materialLiquid = new THREE.MeshPhongMaterial({color: colors[2*(type)], transparent: true, opacity: .6, flatShading:true,});
const materialLabel = new THREE.MeshPhongMaterial({color: colors[2*(type) + 1], transparent: true, opacity: .7 , flatShading:true,});
const geometryBody = new THREE.CylinderGeometry(r,r,h,seg,seg);
const body = new THREE.Mesh(geometryBody, materialLiquid);
this.mesh.add(body);
const geometryLabel = new THREE.CylinderGeometry(r,r,h*.7,seg,seg,0, Pi/4);
const label = new THREE.Mesh(geometryLabel, materialLabel);
label.position.y+=h/40;
this.mesh.add(label);
const geometryCap = new THREE.CylinderGeometry(r*.9, r, h/20, seg, seg);
const topCap = new THREE.Mesh(geometryCap, materialLiquid);
topCap.position.y+=h*.525;
this.mesh.add(topCap);
const bottomCap = new THREE.Mesh(geometryCap, materialLiquid);
bottomCap.rotation.x+=Pi;
bottomCap.position.y-=h*.525;
this.mesh.add(bottomCap);
this.mesh.castShadow = true;
this.mesh.receiveShadow = true;
}
const Tire = function(iR,oR,rS,tS,sc){
//the tire is createt of two toruses with different radius
this.mesh = new THREE.Object3D();
const materialBody = new THREE.MeshPhongMaterial({color: 0x080808, flatShading:true,});
const geometryBody = new THREE.TorusGeometry( oR, iR, rS, tS );
const body = new THREE.Mesh(geometryBody,materialBody);
const materialPattern= new THREE.MeshPhongMaterial({color: 0x191414, flatShading:true,})
const geometryPattern = new THREE.TorusGeometry( oR*1.01, iR, rS, tS, Pi/16);
geometryPattern.openEnded=true;
for(let i=0; i<16; i++){
const pattern = new THREE.Mesh(geometryPattern, materialPattern);
pattern.rotation.z+=i*Pi/8;
this.mesh.add(pattern);
}
this.displX = 0;
this.displY = 0;
this.mesh.castShadow = true;
this.mesh.receiveShadow = true;
this.mesh.scale.set(sc,sc,sc);
this.mesh.add(body);
}
TrashHolder = function(){
//this is where all the tires are stored
this.mesh = new THREE.Object3D();
this.elements = [];
}
TrashHolder.prototype.spawnTrash = function(d,z,n){
//putting tires around the seabed
for(let i=0; i<n; i++){
const trash = new Tire(shapes.tire.innerR,shapes.tire.outerR,shapes.tire.rSegments,shapes.tire.tSegments,1);
trash.angle =2*Pi*i/n - Math.random()*.3;
trash.angleCopy = trash.angle;
trash.distance = d + 50 + Math.random()*50;
trash.offset = Math.random()*350;
trash.mesh.rotation.y = Math.random()*Pi;
trash.mesh.rotation.z = Math.random()*Pi;
trash.mesh.position.z= z;
trash.mesh.position.y =trash.offset - shapes.seabed.height + Math.sin(trash.angle)*trash.distance;
trash.mesh.position.x = Math.cos(trash.angle)*trash.distance;
this.mesh.add(trash.mesh);
this.elements.push(trash);
}
}
TrashHolder.prototype.rotateTrash = function(step,scale){
//we rotate all of the tires and in the same time we are checking if there is a collision
//between one of the tires and the jellyfish
for(let i = 0; i <this.elements.length; i++){
const singleTrash = this.elements[i];
singleTrash.angle+=step;
singleTrash.mesh.position.y= singleTrash.offset - shapes.seabed.height*.95 + Math.sin(singleTrash.angle)*(singleTrash.distance) ;
singleTrash.mesh.position.x = Math.cos(singleTrash.angle)*(singleTrash.distance);
singleTrash.mesh.scale.set(scale,scale,scale);
const diffPos = jellyfish.mesh.position.clone().sub(singleTrash.mesh.position.clone());
const d = diffPos.length();
if(d<2*shapes.tire.outerR*params.tsize + params.jsize*4){
crashSpeedX = 120*diffPos.x / (d);
crashSpeedY = 120*diffPos.y / (d);
crash = i;
}
if(crash == i && crashSpeedX!=0){
singleTrash.mesh.position.y= singleTrash.offset - shapes.seabed.height*.95 + Math.sin(singleTrash.angle )*(singleTrash.distance) - jellyDisplacementY/10;
singleTrash.mesh.position.x= Math.cos(singleTrash.angle)*(singleTrash.distance) - jellyDisplacementX/5 ;
}
}
}
TrashHolder.prototype.hide = function(){
//we're hiding the tires which are outside the camera view
for(let i = 0; i <this.elements.length; i++){
if(this.elements[i].mesh.position.y<-50) this.elements[i].mesh.visible = false;
else this.elements[i].mesh.visible = true;
}
}
function createTrash(){
trashHolder = new TrashHolder();
trashHolder.spawnTrash(shapes.seabed.height,110,shapes.tire.number);
scene.add(trashHolder.mesh)
}
const JellyFish = function() {
//the jellyfish body is created with some dark magic and hand written parameters
this.mesh = new THREE.Object3D();
const points = [];
points.push(new THREE.Vector2(0, -12));
points.push(new THREE.Vector2(0.5, -12));
points.push(new THREE.Vector2(1.5, -11.75));
points.push(new THREE.Vector2(2.5, -11.5));
points.push(new THREE.Vector2(3.5, -11));
for ( let i = 0; i < 12; i+=2.25 ) points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
points.push(new THREE.Vector2(0, 11));
const geomBody = new THREE.LatheBufferGeometry( points , 8 ,0, Pi*2);
const material = new THREE.MeshPhongMaterial({color:0xf7a0a0, flatShading:true, transparent:true, opacity:.8});
const body = new THREE.Mesh(geomBody, material);
const geomInside = new THREE.SphereGeometry(10,8,8);
const materialIn = new THREE.MeshPhongMaterial({color:0xfF90a0, flatShading:true, side:THREE.DoubleSide});
const inside = new THREE.Mesh(geomInside, materialIn);
inside.scale.set(.5,.9,1);
inside.position.x-= 5.25;
this.mesh.add(inside);
body.rotation.z = Pi/2;
body.castShadow = true;
body.receiveShadow = true;
this.mesh.add(body);
};
function updateJellyFish(scale,minX,maxX,minY,maxY){
//with this we make the jellyfish move around the screen
jellyfish.mesh.rotation.x+=.005;
let targetX = normalize(mousePos.x, -1, 1, minX, maxX);
let targetY = normalize(mousePos.y, -1, 1, minY, maxY);
jellyDisplacementX+= crashSpeedX;
targetX+=jellyDisplacementX;
jellyDisplacementY+= crashSpeedY;
targetY+=jellyDisplacementY;
jellyfish.mesh.position.y+= (targetY - jellyfish.mesh.position.y)*0.02;
jellyfish.mesh.position.x+= (targetX - jellyfish.mesh.position.x)*0.03;
jellyfish.mesh.rotation.z = (targetY-jellyfish.mesh.position.y)*0.0050;
jellyfish.mesh.rotation.x = (jellyfish.mesh.position.x-targetX)*0.0025;
crashSpeedX+= -1*crashSpeedX*0.07;
crashSpeedY+= -1*crashSpeedY*0.07;
jellyDisplacementX+= -1*jellyDisplacementX*0.3;
jellyDisplacementY+= -1*jellyDisplacementY*0.3;
jellyfish.mesh.scale.set(scale,scale,scale);
for(let i = 0; i < 3; i++) tentacles[i].moveTentacle();
}
function createJellyFish(){
//the jellyfish is built, now when we have the body and the tentacles
jellyfish = new JellyFish();
jellyfish.mesh.scale.set(1.35,1.5,1.5);
jellyfish.mesh.position.y = shapes.jellyfish.y;
jellyfish.mesh.position.z = shapes.jellyfish.z;
scene.add(jellyfish.mesh);
for(let i=0; i<3; i++) tentacles[i] = new THREE.Object3D;
createTentacle(0,0);
createTentacle(-4,-4);
createTentacle(4,-4);
}
const TentaclePart = function(){
//the tentacles are made of multiple little spheres
const geometry = new THREE.SphereGeometry( 2, 6, 6);
const material = new THREE.MeshPhongMaterial({color: 0xfF90a0, flatShading:true, opacity:.65, transparent:true});
this.xpos=0;
this.ypos=0;
this.oldxpos=0;
this.oldypos=0;
this.mesh= new THREE.Mesh(geometry,material);
}
TentaclePart.prototype.movePart = function(){
this.oldxpos=this.mesh.position.x;
this.oldypos=this.mesh.position.y;
this.mesh.position.x=this.xpos;
this.mesh.position.y=this.ypos;
}
const Tentacle = function(n,o,f){
this.n=n;
this.offset = o;
this.firstOff = f;
this.mesh = new THREE.Object3D();
this.parts = [];
for (let i = 0; i < n; i ++) {
const part = new TentaclePart();
part.mesh.position.x = -i*o;
part.xpos=i;
part.ypos=part.mesh.position.y;
this.mesh.add(part.mesh);
this.parts.push(part);
}
}
Tentacle.prototype.moveTentacle = function (){
//when we move the jellyfish each tentacle follow it
//each tentacle part is following the last state of the part infront of it
const targetX = jellyfish.mesh.position.x;
const targetY = jellyfish.mesh.position.y;
const t = this.parts[0];
t.xpos = targetX-this.firstOff;
t.ypos = targetY ;
t.movePart();
for(let i=1; i<this.n; i++){
const a = this.parts[i-1];
const b = this.parts[i];
b.xpos = a.oldxpos-(i+1)*.3;
b.ypos = a.oldypos;
b.movePart();
}
}
function createTentacle(y,z){
tentacles[countTentacles] = new Tentacle(shapes.tentacle.partsNum,shapes.tentacle.partsOffset,shapes.tentacle.firstOff);
tentacles[countTentacles].mesh.position.z = shapes.jellyfish.z;
tentacles[countTentacles].mesh.position.z+=z;
tentacles[countTentacles].mesh.position.y+=y;
scene.add(tentacles[countTentacles].mesh);
countTentacles++;
}
function loop(){
if(!settings.oNpause){
seabed.mesh.rotation.z += shapes.seabed.step*params.speed;
water.mesh.rotation.z+= shapes.water.step*params.speed;
seabed.moveBumps(shapes.seabed.rotation);
trashHolder.rotateTrash(shapes.tire.step*params.speed,params.tsize);
trashHolder.hide();
updateJellyFish(params.jsize,
shapes.jellyfish.minX,
shapes.jellyfish.maxX,
shapes.jellyfish.minY,
shapes.jellyfish.maxY);
}
else{
changeSliders();
}
renderer.render(scene, camera);
requestAnimationFrame(loop);
}
function init(event){
document.addEventListener('mousemove', handleMouseMove, false);
initScene();
initLights();
createJellyFish();
createTrash();
createWater();
loop();
}
window.addEventListener('load', init, false);
document.onkeydown = function(evt) {
evt = evt || window.event;
let isEscape = false;
if ("key" in evt) {
isEscape = (evt.key == "Escape" || evt.key == "Esc");
} else {
isEscape = (evt.keyCode == 27);
}
if (isEscape) {
const x = document.getElementById("overlay");
if(settings.oNpause){
x.style.display="none";
}
else{
x.style.display="block";
}
settings.oNpause=!settings.oNpause;
}
};
function changeSliders(){
const sliderSpeed = document.getElementById("speed").value;
params.speed=sliderSpeed/160 + 1;
const sliderJSize = document.getElementById("jsize").value;
params.jsize= sliderJSize/200 + 1;
const sliderTSize = document.getElementById("tsize").value;
params.tsize= sliderTSize/150 + 1;
};
document.addEventListener('click', function (event) {
if(!flag){
clock.start();
flag=true;
}
}, false);
document.getElementById("button").addEventListener('click', function(){
settings.oNpause=!settings.oNpause;
document.getElementById("overlay").style.display="none";
},false);
Also see: Tab Triggers