Skip to content

Instantly share code, notes, and snippets.

@lpirola
Forked from bijection/ Three.JS Cubes.carbide.md
Last active August 24, 2016 21:48
Show Gist options
  • Save lpirola/01e448bc07cfcceeedfaadd34a68db7a to your computer and use it in GitHub Desktop.
Save lpirola/01e448bc07cfcceeedfaadd34a68db7a to your computer and use it in GitHub Desktop.
Three.JS Cubes
import './style.css'
import THREE from 'https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.js'
var container;
var camera, scene, renderer;
var geometry, group;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 500;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xffffff, 1, 10000 );
var geometry = new THREE.BoxGeometry( 100, 100, 100 );
var material = new THREE.MeshNormalMaterial();
group = new THREE.Group();
for ( var i = 0; i < 100; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 2000 - 1000;
mesh.position.y = Math.random() * 2000 - 1000;
mesh.position.z = Math.random() * 2000 - 1000;
mesh.rotation.x = Math.random() * 2 * Math.PI;
mesh.rotation.y = Math.random() * 2 * Math.PI;
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
group.add( mesh );
}
scene.add( group );
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xffffff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
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 ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
}
//
var frame
function animate() {
frame = requestAnimationFrame( animate );
render();
}
export function __unload(){
document.body.innerHTML = ''
cancelAnimationFrame(frame)
}
function render() {
var time = Date.now() * 0.001;
var rx = Math.sin( time * 0.8281 ) * 0.5,
ry = Math.sin( time * 0.3 ) * 0.5,
rz = Math.sin( time * 0.2 ) * 0.5;
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
group.rotation.x = rx;
group.rotation.y = ry;
group.rotation.z = rz;
renderer.render( scene, camera );
}
body {
margin: 0
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment