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HTML

              
                <canvas id="bg"></canvas>

<section id='xrc'>
  <p>Pen by <a href="https://xr.club/" target="_blank">XR Club</a></p>
  <a href="https://xr.club/exercise/getting-started/" target="_blank" >Exercise blog post</a>
</section><canvas id="bg"></canvas>

<section id='xrc'>
  <p>Pen by <a href="https://xr.club/" target="_blank">XR Club</a></p>
  <a href="https://xr.club/exercise/circle-of-objects/" target="_blank" >Exercise blog post</a>
</section>
              
            
!

CSS

              
                canvas {
  position: fixed;
  top: 0;
  left: 0;
}

/* XRC info CSS, not related to the exercise */
@import url("https://fonts.googleapis.com/css2?family=Titillium+Web&display=swap");

body {
  font-family: "Titillium Web", sans-serif;
}
#xrc {
  position: fixed;
  top: 0;
  left: 0;
  background-color: #dddddd;
  padding: 1em;
  border-bottom-right-radius: 10px;
}

              
            
!

JS

              
                import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.127.0/build/three.module.js";

import { OrbitControls } from "https://cdn.jsdelivr.net/npm/three@0.127.0/examples/jsm/controls/OrbitControls.js";
// Class for the experiment
class GettingStarted {
  
  //Starting the composition ( only called once at the start ) ///////////////////////////////////////
  start(){
    
    // RENDERER //////////////////////////////////////////////////
    //Setting up the renderer
    this.renderer = new THREE.WebGLRenderer({canvas: document.querySelector('#bg')});
    this.renderer.setPixelRatio(window.devicePixelRatio);
    this.renderer.setSize(window.innerWidth, window.innerHeight);

    // SCENE /////////////////////////////////////////////////
    //Creating an empty scene
    this.scene = new THREE.Scene();

    // CAMERA ////////////////////////////////////////////////
    //Creating Camera
    this.camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
     
    // CTRL /////////////////////////////////////////////////
    const controls = new OrbitControls(this.camera, this.renderer.domElement);


    // Setting Camera positon
    this.camera.position.set( 0, 0, 50 );
    this.scene.add(this.camera);

    // LIGHTS /////////////////////////////////////////////////
    //Ambient lighting added here
    const ambientLight = new THREE.AmbientLightProbe(0xffffff, 0.5);
    this.scene.add(ambientLight);
    
    const dirLight = new THREE.DirectionalLight(0xffffff, 1);
    dirLight.position.set(1,0,0);
    this.scene.add(dirLight);
    
    // BUILDING THE COMPOSITION //////////////////////////////////////////////
    
    // Set the radius of the circle
    this.radius = 20;
    // Set the number of cubes
    this.numberOfCubes = 30;
    
    // Create an empty array to store cubes
    this.cubesArray = [];
    
    // Create cube geometry and material
    const cubeGeometry = new THREE.BoxGeometry( 2, 2, 2 );
    const cubeMaterial = new THREE.MeshStandardMaterial( {
        color: 0xffffff
    } );
    
    // Loop through each cube to be placed on the circle
    for(let cubeIndex = 0; cubeIndex < this.numberOfCubes; cubeIndex++){
      let cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
      this.scene.add(cube);
      // Calculate the progress of the loop through the cubes 
      let cubeProgress = cubeIndex / this.numberOfCubes;
      // Calculate angle in radians by multiplying the cube progress with 2 PI
      let angleInRadians = (Math.PI * 2) * cubeProgress;
      // Calculate the cube's X position by multiplying each circle's radius with the cosine of the angle. Alternatively, use the sine of the angle for calculating the Y position instead 
      // Set cube's X & Y positions
      cube.position.x = Math.cos(angleInRadians) * this.radius
      cube.position.y = Math.sin(angleInRadians) * this.radius
      
      this.cubesArray.push(cube);
    }

    // Set time to zero
    this.time = 0
  }
  
  // Updating the composition ( called every frame, 60fps) put animation / interaction here //////////////////////////////////////////
  update(dt){
    this.time += dt;
    for(let cubeIndex = 0; cubeIndex < this.cubesArray.length; cubeIndex++){
      // Get the current cube
      let cube = this.cubesArray[cubeIndex];
      // Update cube's z-position to oscillate over time
      cube.position.z = Math.sin( this.time + cubeIndex ) * 3;
    }
    
    this.renderer.render(this.scene, this.camera);
  }
  
}
// End of the Class

// Creating the composition
let comp = new GettingStarted();

// Starting the composition
comp.start();

// Requesting animation frame and calculating time
let time=Date.now();
function animate(){
  let oldtime=time;
  time=Date.now();
  comp.update((oldtime-time)/1000);
  requestAnimationFrame(animate);
}
animate();

// Listening to window resize, and updating camera & rendere dimensions
function windowResize()
{
	var width = window.innerWidth;
	var height = window.innerHeight;
	comp.renderer.setSize( width, height );
	comp.camera.aspect = width / height;
	comp.camera.updateProjectionMatrix();
}
window.addEventListener('resize', windowResize );
              
            
!
999px

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