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index.js
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index.js
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var $container = $('#container');
var renderer = new THREE.WebGLRenderer({antialias: true});
var camera = new THREE.PerspectiveCamera(80,window.innerWidth/window.innerHeight,0.1,10000);
var scene = new THREE.Scene();
var mouseX = 0, mouseY = 0;
// Added that code Implementation from a forked one
// https://codepen.io/teddarcuri/pen/jbEbyZ
// Many Thanks to @teddarcuri
// Uncomment code below for tunnel steering!
// You will fly through the walls like in Mario Kart, haha.
// var windowHalfX = window.innerWidth / 2;
// var windowHalfY = window.innerHeight / 2;
// document.addEventListener( 'mousemove', onDocumentMouseMove, false );
scene.add(camera);
renderer.setSize(window.innerWidth, window.innerHeight);
$container.append(renderer.domElement);
//
window.addEventListener( 'resize', onWindowResize, false );
/////////////////////////////////////////
// Console
var Controls = function() {
this.speed = 2;
this.rotation = 0;
};
var text = new Controls(),
gui = new dat.GUI();
gui.add(text, 'speed', 0, 10);
gui.add(text, 'rotation',0,15);
/////////////////////////////////////////
// Normalmaterial
var normalMaterial = new THREE.MeshNormalMaterial({});
// Torus
function Torus(f){
this.b = new THREE.Mesh(new THREE.TorusGeometry( 160, 75, 2, 13),normalMaterial);
this.b.position.x = 57*Math.cos(f);
this.b.position.y = 57*Math.sin(f);
this.b.position.z = f*1.25;
this.b.rotation.z = f*0.03;
}
var numTorus = 80;
var tabTorus = [];
for(var i=0; i<numTorus; i++){
tabTorus.push(new Torus(-i*13));
scene.add(tabTorus[i].b);
}
// Update
function update(){
for(var i=0; i<numTorus; i++){
tabTorus[i].b.position.z+=text.speed;
tabTorus[i].b.rotation.z+=i*text.rotation/10000;
if(tabTorus[i].b.position.z>0)
{
tabTorus[i].b.position.z=-1000;
}
}
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
// Render
function render() {
requestAnimationFrame( render);
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
renderer.render(scene, camera);
update();
}
render();