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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/grid-3d/" 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 GridThreeD {
  
  //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, 30 ); 
    this.scene.add(this.camera);
    
    //const controls = new OrbitControls( this.camera, this.renderer.domElement );

    // 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 grid dimensions for each axis
    this.gridDimensionX = 20;
    this.gridDimensionZ = 20;
    this.gridDimensionY = 10;
    // Set the number of cubes along each axis
    this.numCubesX = 4;
    this.numCubesZ = 4;
    this.numCubesY = 4;
    
    // Calculate the space between each cube
    // This is done by dividing the total grid dimension by the number of gaps between cubes (numCubes - 1)
    this.spaceBetweenCubesX = this.gridDimensionX / (this.numCubesX - 1);
    this.spaceBetweenCubesZ = this.gridDimensionZ / (this.numCubesZ - 1);
    this.spaceBetweenCubesY = this.gridDimensionY / (this.numCubesY - 1);
    
    // Create cube geometry and material
    const cubeGeometry = new THREE.BoxGeometry( 0.5, 0.5, 0.5 );
    const cubeMaterial = new THREE.MeshStandardMaterial( {
        color: 0xffffff
    } );
    
    // Create an empty array to store cubes
    this.cubesArray = [];
    
    // Loop through rows (Y-axis)
    for (let rowIndex = 0; rowIndex < this.numCubesY; rowIndex++) {

      // Loop through layers (Z-axis)
      for (let zIndex = 0; zIndex < this.numCubesZ; zIndex++) {
        
        // Loop through columns (X-axis)
        for (let colIndex = 0; colIndex < this.numCubesX; colIndex++) {
          
          let cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
          this.scene.add(cube);
          
          // Calculate cube's X, Y & Z position by multiplying the index with the space between each cube. Centre the grid of cubes by subtracting half the grid's dimension size 
          cube.position.x = colIndex * this.spaceBetweenCubesX - this.gridDimensionX / 2;
          cube.position.y = rowIndex * this.spaceBetweenCubesY - this.gridDimensionY / 2;
          cube.position.z = zIndex * this.spaceBetweenCubesZ - this.gridDimensionZ / 2;

          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 current cube
      let cube = this.cubesArray[cubeIndex];

      // Calculate scale factor using sine function of the time and the cube's Z position
      let scale = Math.sin( this.time + cube.position.z );

      // Set new scale factors for the cube
      cube.scale.set(scale,scale,scale);
    }
    
    this.renderer.render(this.scene, this.camera);
  }
  
} 
// End of the Class

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

// 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 );
              
            
!
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