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<canvas id="bg"></canvas>
<section id='xrc'>
<p>Pen by <a href="https://webremixer.com/" target="_blank">Webremixer</a></p>
</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;
}
a {
color:#ffffff;
}
#xrc {
position: fixed;
top: 0;
left: 0;
background-color: #444444;
color:#eeeeee;
padding: 0em 1em;
border-bottom-right-radius: 10px;
}
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.149.0/build/three.module.js'
/**********************************************************
The Custom JS Class holding our experiment
class GettingStarted {
constructor(){
- here we constructing everything needed for rendering
- you don't need to edit this
}
start(){
- here we put the code that will build up our scene
- this function will run automatically at the beginning once
}
update(){
- here we add code for animation and interaction
- this will be call automatically before every frame ( 60x per secound - 60fpd )
}
}
*********************************************************/
class GettingStarted {
/***************************************************************************************************
CONSTRUCTOR Function
In the constructor we setup all the basics needed for rendering
Renderer
Scene
Camera
***************************************************************************************************/
constructor(){
// RENDERER //////////////////////////////////////////////////
// Set 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 /////////////////////////////////////////////////
// Create an empty scene
this.scene = new THREE.Scene();
// CAMERA ////////////////////////////////////////////////
// Create camera
this.camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
// Initialize the time variable for animation purposes
this.time = 0;
}
/******************************************************************************************************
START Function
In the start we building up the scene.
The "start" function will be called automatically at the start of the composition.
******************************************************************************************************/
start(){
// Adding LIGHTS to the scene /////////////////////////////////////////////////
// Set up ambient light
const ambientLight = new THREE.AmbientLightProbe(0xffffff, 0.5);
this.scene.add(ambientLight);
// Set up directional light
//color value: 0xrrggbb hexadecimal values for red, green & blue
const directionalLight = new THREE.DirectionalLight(0xffff00, 1);
directionalLight.position.set(1,0,0);
this.scene.add(directionalLight);
const directionalLight2 = new THREE.DirectionalLight(0x0000ff, 1);
directionalLight2.position.set(-1,0,0);
this.scene.add(directionalLight2);
// Setting CAMERA POSITION ////////////////////////////////////////
// Position the camera in the middle of the screen x:0 , y:0 and moved it further out towards the viewer: z:10
this.camera.position.set( 0, 0, 10 );
// BUILDING THE COMPOSITION //////////////////////////////////////////////
// Create different geometries to play with
this.cubeGeometry = new THREE.BoxGeometry(2,2,2);
// Create one white matterial ( color comes from the lights in this example )
this.whiteMaterial = new THREE.MeshStandardMaterial({color: 0xffffff});
// Create the first object (THREE.Mesh) and add it to the scene
this.firstObject = new THREE.Mesh( this.cubeGeometry, this.whiteMaterial );
// Set rotation on Y axes to 45 degrees / Math.PI = 180 degrees
this.firstObject.rotation.set(0,Math.PI/4,0);
// Further down in the update function u can enable it's continous rotation on the Y axes
// Always remember to add the object to the scene, otherwise it won't be rendederd
this.scene.add( this.firstObject );
}
/*************************************************************************************************************************
UPDATE Function
Updating the composition ( called every frame, 60fps)
For animation / interaction related code
dt - time elapsed since last call to update function, in seconds. Should be close to 0.016 if the rendering is at 60FPS
*************************************************************************************************************************/
update(dt){
// Enable next line to rotate: increment cube rotation by dt for continuous rotation
//this.firstObject.rotation.y += dt;
// Render the scene to the screen ( draw it to the screen )
this.renderer.render(this.scene, this.camera);
}
}
/***************************************************************************
End of the Class
The code beyond this point is to start the class and setup everything else
needed for WebGL & ThreeJS .. PLEASE DO NOT CHANGE IT
*****************************************************************************/
// Creating the composition
let comp = new GettingStarted();
// Start the composition
comp.start();
// get time at start of animation
let time=performance.now();
// animation loop
function animate(){
let oldtime=time;
// get current time
time=performance.now();
// calculate time elapsed since this function was last called
let dt = (time-oldtime)/1000;
// update composition's current time
comp.time+=dt;
// call composition update function
comp.update(dt);
// request an animation frame
// the browser will call the animate function during its next animation frame, which will normally be 1/60 seconds later for 60FPS rendering speed
requestAnimationFrame(animate);
}
// starting animation loop
animate();
// update the renderer and camera so that the rendering canvas fills the screen
function windowResize()
{
var width = window.innerWidth;
var height = window.innerHeight;
comp.renderer.setSize( width, height );
comp.camera.aspect = width / height;
comp.camera.updateProjectionMatrix();
}
// call the above function whenever the window is resized by the user
window.addEventListener('resize', windowResize );
Also see: Tab Triggers