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main.js
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223 lines (174 loc) · 6.08 KB
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import WindowManager from './WindowManager.js'
const t = THREE;
let camera, scene, renderer, world;
let near, far;
let pixR = window.devicePixelRatio ? window.devicePixelRatio : 1;
let cubes = [];
let sceneOffsetTarget = {x: 0, y: 0};
let sceneOffset = {x: 0, y: 0};
const springConstant = 0.01;
const dampingConstant = 0.95;
let today = new Date();
today.setHours(0);
today.setMinutes(0);
today.setSeconds(0);
today.setMilliseconds(0);
today = today.getTime();
let internalTime = getTime();
let windowManager;
let initialized = false;
// get time in seconds since beginning of the day (so that all windows use the same time)
function getTime ()
{
return (new Date().getTime() - today) / 1000.0;
}
if (new URLSearchParams(window.location.search).get("clear"))
{
localStorage.clear();
}
else
{
// this code is essential to circumvent that some browsers preload the content of some pages before you actually hit the url
document.addEventListener("visibilitychange", () =>
{
if (document.visibilityState != 'hidden' && !initialized)
{
init();
}
});
window.onload = () => {
if (document.visibilityState != 'hidden')
{
init();
}
};
function init ()
{
initialized = true;
// add a short timeout because window.offsetX reports wrong values before a short period
setTimeout(() => {
setupScene();
setupWindowManager();
resize();
updateWindowShape(false);
render();
window.addEventListener('resize', resize);
}, 500)
}
function setupScene ()
{
camera = new t.OrthographicCamera(0, 0, window.innerWidth, window.innerHeight, -10000, 10000);
camera.position.z = 2.5;
near = camera.position.z - .5;
far = camera.position.z + 0.5;
scene = new t.Scene();
scene.background = new t.Color(0.0);
scene.add( camera );
renderer = new t.WebGLRenderer({antialias: true, depthBuffer: true});
renderer.setPixelRatio(pixR);
world = new t.Object3D();
scene.add(world);
renderer.domElement.setAttribute("id", "scene");
document.body.appendChild( renderer.domElement );
}
function setupWindowManager ()
{
windowManager = new WindowManager();
windowManager.setWinShapeChangeCallback(updateWindowShape);
windowManager.setWinChangeCallback(windowsUpdated);
// here you can add your custom metadata to each windows instance
let metaData = {foo: "bar"};
// this will init the windowmanager and add this window to the centralised pool of windows
windowManager.init(metaData);
// call update windows initially (it will later be called by the win change callback)
windowsUpdated();
}
function windowsUpdated ()
{
updateNumberOfCubes();
}
function updateNumberOfCubes ()
{
let wins = windowManager.getWindows();
// remove all cubes
cubes.forEach((c) => {
world.remove(c);
})
cubes = [];
// add new cubes based on the current window setup
for (let i = 0; i < wins.length; i++)
{
let win = wins[i];
let c = new t.Color();
c.setHSL(i * .1, 1.0, .5);
let s = 100 + i * 50;
let cube = new t.Mesh(new t.BoxGeometry(s, s, s), new t.MeshBasicMaterial({color: c , wireframe: true}));
cube.position.x = win.shape.x + (win.shape.w * .5);
cube.position.y = win.shape.y + (win.shape.h * .5);
// Check if rotation speeds exist in localStorage
if (localStorage.getItem(`cube${i}RotationSpeedX`) && localStorage.getItem(`cube${i}RotationSpeedY`)) {
cube.rotationSpeedX = parseFloat(localStorage.getItem(`cube${i}RotationSpeedX`));
cube.rotationSpeedY = parseFloat(localStorage.getItem(`cube${i}RotationSpeedY`));
} else {
cube.rotationSpeedX = 0.01 + Math.random() * 0.01; // Initialize rotation speed
cube.rotationSpeedY = 0.02 + Math.random() * 0.01; // Initialize rotation speed
// Save rotation speeds to localStorage
localStorage.setItem(`cube${i}RotationSpeedX`, cube.rotationSpeedX);
localStorage.setItem(`cube${i}RotationSpeedY`, cube.rotationSpeedY);
}
cube.velocity = new THREE.Vector3(0, 0, 0);
world.add(cube);
cubes.push(cube);
}
}
function updateWindowShape (easing = true)
{
// storing the actual offset in a proxy that we update against in the render function
sceneOffsetTarget = {x: -window.screenX, y: -window.screenY};
if (!easing) sceneOffset = sceneOffsetTarget;
}
function render ()
{
let t = getTime();
windowManager.update();
// calculate the new position based on the delta between current offset and new offset times a falloff value (to create the nice smoothing effect)
let falloff = .05;
sceneOffset.x = sceneOffset.x + ((sceneOffsetTarget.x - sceneOffset.x) * falloff);
sceneOffset.y = sceneOffset.y + ((sceneOffsetTarget.y - sceneOffset.y) * falloff);
// set the world position to the offset
world.position.x = sceneOffset.x;
world.position.y = sceneOffset.y;
let wins = windowManager.getWindows();
// loop through all our cubes and update their positions based on current window positions
for (let i = 0; i < cubes.length; i++) {
let cube = cubes[i];
let win = wins[i];
let posTarget = {x: win.shape.x + (win.shape.w * .5), y: win.shape.y + (win.shape.h * .5)}
// Calculate the spring force
let springForceX = (posTarget.x - cube.position.x) * springConstant;
let springForceY = (posTarget.y - cube.position.y) * springConstant;
// Apply the spring force to the velocity
cube.velocity.x += springForceX;
cube.velocity.y += springForceY;
// Apply damping to the velocity
cube.velocity.x *= dampingConstant;
cube.velocity.y *= dampingConstant;
// Update the position based on the velocity
cube.position.x += cube.velocity.x;
cube.position.y += cube.velocity.y;
cube.rotation.x += cube.rotationSpeedX; // Use the previously initialized speed
cube.rotation.y += cube.rotationSpeedY; // Use the previously initialized speed
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
// resize the renderer to fit the window size
function resize ()
{
let width = window.innerWidth;
let height = window.innerHeight
camera = new t.OrthographicCamera(0, width, 0, height, -10000, 10000);
camera.updateProjectionMatrix();
renderer.setSize( width, height );
}
}