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<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>
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;
}
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 );
Also see: Tab Triggers