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HTML

              
                
              
            
!

CSS

              
                body
  margin: 0
  overflow: hidden
  background: #000
canvas
  width: 100%
  height: 100%
              
            
!

JS

              
                let scene, camera, controls, renderer;
let frameCount = 0;
let pointCount;
let corners = [];
let faces = [];
let points = [];
let travellerCount = 0;
let travellerStarts = [0, 20, 40, 60, 120, 180];
let travellers = [];

const colorInactive = new THREE.Color('#090909');
const colorActive = new THREE.Color('#99bbff');
const colorLerp = 0.02;

const radius = window.innerHeight * 0.15;
const pointRadius = radius * 0.01;
const pointsAroundCircle = 3 * 20; // divisible by 3 to line up with edges

const rotateCamera = true;

class Traveller {
	constructor(i) {
		this.index = i;
		this.increment = 1;
	}
	update() {
		let currentPoint = points[this.index];
		
		// trigger current point
		currentPoint.trigger();
		
		// if current is a pivot
		if (currentPoint.pivot) {
			
			// update the index to match the partner point
			if (currentPoint.getPartner() !== false) {
				this.index = currentPoint.getPartner();
				currentPoint = points[this.index];
				// trigger partner as well
				currentPoint.trigger();
			}
			// flip anti/clockwise direction for right transition
			this.increment = -this.increment;
		}
		
		// increment index
		this.index += this.increment;
		
		// if it's gone full circle go back to the beginning
		if (this.increment == 1 && this.index % pointsAroundCircle == 0) {
			this.index -= pointsAroundCircle;
		}
		else if (this.index < 0) {
			this.index += pointsAroundCircle;
		}
	}
}

class Point {
	constructor(face, i, pos, pivot) {
		this.pivot = pivot;
		this.face = face;
		this.index = i;
		this.pos = pos;
		this.triggered = false;
		
		// visual variablesz
		this.color = colorInactive.clone();
		
		this.setup(pos);
	}
	
	setup(pos) {
		// make the mesh and add it to scene
		let material = new THREE.MeshPhongMaterial({color: this.color.getHex()});
		let tempGeometry = new THREE.SphereGeometry(pointRadius, 15, 12);
		let tempPoint = new THREE.Mesh(tempGeometry, material);
		tempPoint.position.add(pos);
		scene.add(tempPoint);
		this.mesh = tempPoint;
	}
	
	trigger() {
		this.triggered = true;
	}
	
	update() {
		if (this.triggered) {
			this.color = colorActive.clone();
			this.triggered = false;
		} else {
			this.color = this.color.clone().lerp(colorInactive, colorLerp);
		}
		this.mesh.material.color.set(this.color);
	}
	
	getPartner() {
		// if it's not a pivot it should return false
		if (!this.pivot) return false;
		// loop through points
		for	(let i = 0; i < points.length; i++) {
			// ignore if it's the same point
			if (this.index == i) continue;
			// return index if the two points are close
			if (this.pos.distanceTo(points[i].pos) < pointRadius*0.1) return i;
		}
		// shouldn't happen
		// but if it does return false
		return false;
	}
}

function setup() {
	// scene
	scene = new THREE.Scene();
	
	// camera
	// (fov, aspect, near, far)
	camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
	camera.position.z = window.innerHeight*0.13;
	
	// controls
	controls = new THREE.OrbitControls(camera);

	// renderer
	renderer = new THREE.WebGLRenderer();
	renderer.setSize(window.innerWidth, window.innerHeight);
	document.body.appendChild(renderer.domElement);
	
	// lights
	var light = new THREE.PointLight(0xFFFFFF, 1);
	light.position.set(50, 0, 20);
	scene.add(light);
	var light = new THREE.PointLight(0xFFFFFF, 1);
	light.position.set(-50, 0, 20);
	scene.add(light);
	var ambLight = new THREE.AmbientLight(0x666666);
	scene.add(ambLight);
	
	// set up points
	setupGeometry();
	
	// set up travellers
	for (let i = 0; i < travellerStarts.length; i++) {
		travellerCount++;
		travellers.push(new Traveller(travellerStarts[i]));
	}
}

function setupGeometry() {
	// make geometry and material for points
	var geometry = new THREE.SphereGeometry(pointRadius);
	var white = new THREE.Color('#fff');
	var material = new THREE.MeshPhongMaterial({color: white.getHex(), transparent: true, opacity: 0.3});
	material.side = THREE.DoubleSide;
	
	// make geometry and mesh for tetrehedron
	var shapeGeometry = new THREE.TetrahedronGeometry(radius, 0);
	var shapeMesh = new THREE.Mesh(shapeGeometry, material);
	// only add tetra to scene for debugging
	// scene.add(shapeMesh);
	
	// grab corners and faces from the tetrahedron geometry
	corners = shapeGeometry.vertices;
	faces = shapeGeometry.faces;
	
	// make an archetypal point to copy later
	var point = new THREE.Mesh(geometry, material);
	point.position.set(0, 0, 0);
	
	// loop through faces
	for (let i = 0; i < faces.length; i++) {
		let face = faces[i];
		
		// add vertices to face
		let vertices = [corners[face.a], corners[face.b], corners[face.c]];
		face.vertices = vertices;
		
		// add center point to face
		let centrePoint = new THREE.Vector3();
		centrePoint.lerpVectors(vertices[0], vertices[1], 0.5);
		centrePoint.lerp(vertices[2], 1/3);
		face.centre = centrePoint;
		
		// add edge points to face
		face.edges = [];
		for (let j = 0; j < 3; j++) {
			let edgePoint = new THREE.Vector3();
			edgePoint.lerpVectors(vertices[(j)%3], vertices[(j+1)%3], 0.5);
			face.edges.push(edgePoint);
		}
		
		// make points around center
		face.radialPoints = [];
		let axis = face.centre.clone().normalize();
		for (let j = 0; j < pointsAroundCircle; j++) {
			let radialPoint = face.edges[0].clone();
			let angle = j/pointsAroundCircle*Math.PI*2;
			let pivot = (angle%(2*Math.PI/3) == 0) ? true : false;
			radialPoint.applyAxisAngle(axis, angle);
			face.radialPoints.push(radialPoint);
			
			let tempPoint = new Point(face, points.length, radialPoint, pivot);
			points.push(tempPoint);
		}

	}
	
	pointCount = points.length;

}

function update() {
	// increment frame count
	frameCount++;
	
	// update points
	for	(let i = 0; i < pointCount; i++) {
		points[i].update();
	}
	// update travellers
	for	(let i = 0; i < travellerCount; i++) {
		if (frameCount % 10 == Math.floor(i*10/travellerCount)) {
			travellers[i].update();
		}
	}
	
	// update camera rotation
	if (rotateCamera) {
		// use trig to control y rotation,
		// because it's clamped between 0 and PI
		var rotatingUp = 0.005 * Math.cos(frameCount * Math.PI / 60 / 60 * 4);
		controls.rotateUp(rotatingUp);
		// just increment x rotation because it can be infinte
		controls.rotateLeft(2 * Math.PI / 60 / 60 * 2);
		controls.update();
	}
}

function render() {
  requestAnimationFrame(render);
	update();
  camera.updateProjectionMatrix();
  renderer.render(scene, camera);
};

setup();
render();

              
            
!
999px

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