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Views: 494 | Author: cody
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 | <!DOCTYPE html> <html> <head> <meta charset='utf-8'> <meta http-equiv='X-UA-Compatible' content='IE=edge'> <title>Infinity ∞ Loader Animation Using Three.js</title> <meta name='viewport' content='width=device-width, initial-scale=1'> <link rel='stylesheet' type='text/css' media='screen' href='style.css'> <script src="https://code.jquery.com/jquery-3.4.1.min.js"></script> <script language="javascript" type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js"></script> </head> <body> <div id="webgl_canvas"></div> <script> window.addEventListener( "load", function () { var r = 4; var s_r = r / 20 + (Math.sin(0) * r) / 20; var num_of_corners = 7; var obj_resolution = 360; var linewidth = 0.04; var _w = window.innerWidth; var _h = window.innerHeight; var aspect = _w / _h; var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(65, _w / _h, 0.1, 1000); camera.position.z = 10; var renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setClearColor(new THREE.Color(0x221f26, 1.0)); renderer.setSize(_w, _h); document.getElementById("webgl_canvas").appendChild(renderer.domElement); var group = new THREE.Object3D(); var sub_group = new THREE.Object3D(); var all_vertices = []; var all_sub_vertices = []; var objects = []; var sub_objects = []; var num = 3; var dstnc = 0.2; var border = 0.04; var colors = [0x379392, 0x2e4952, 0x0bc9c7]; for (var i = 0; i < num; i++) { var obj = create_mesh( colors[i], 1 + linewidth * 0.8 * i, all_vertices, i ); objects.push(obj); sub_group.add(obj); obj.rotation.y = (Math.PI / 180) * 180; } group.rotation.x = sub_group.rotation.x = (Math.PI / 180) * 360; scene.add(group); scene.add(sub_group); function create_mesh(clr, r_coof, ver_arr, wave_type) { var geometry = new THREE.BufferGeometry(); var points = generate_points(r, s_r, 5, wave_type); var points2 = generate_points(r * (1 - linewidth), s_r, 5, wave_type); var vertices = generate_vertices(points, points2); ver_arr.push(vertices); geometry.addAttribute("position", new THREE.BufferAttribute(vertices, 3)); var material = new THREE.MeshBasicMaterial({ color: clr, wireframe: false }); var mesh = new THREE.Mesh(geometry, material); mesh.anim_shape = num_of_corners; mesh.anim = -1; mesh.r_coof = r_coof; mesh.wave_type = wave_type; return mesh; } function generate_points(radius, wave_height, anim_shape, wave_type) { var new_poistions = []; for (var i = 0; i <= obj_resolution; i++) { var angle = ((2 * Math.PI) / obj_resolution) * i; var raidus_addon = 0; var speed_incrementer = counter / 40; var sine_pct = 0.5; if (i < sine_pct * obj_resolution || i == obj_resolution) { var smoothing_amount = 0.14; var smooth_pct = 1; if (i < sine_pct * obj_resolution * smoothing_amount) smooth_pct = i / (sine_pct * obj_resolution * smoothing_amount); if ( i > sine_pct * obj_resolution * (1 - smoothing_amount) && i <= sine_pct * obj_resolution ) smooth_pct = (sine_pct * obj_resolution - i) / (sine_pct * obj_resolution * smoothing_amount); if (i == obj_resolution) smooth_pct = 0; if (wave_type == 1) raidus_addon = wave_height * smooth_pct * Math.cos((angle + speed_incrementer) * anim_shape); if (wave_type == 0) raidus_addon = wave_height * smooth_pct * Math.sin((angle + speed_incrementer) * anim_shape); if (wave_type == 2) raidus_addon = wave_height * smooth_pct * Math.cos( (angle + (Math.PI / 180) * 120 + speed_incrementer) * anim_shape ); } var x = (radius + raidus_addon) * Math.cos(angle + speed_incrementer); var y = (radius + raidus_addon) * Math.sin(angle + speed_incrementer); var z = 0; new_poistions.push([x, y, z]); } return new_poistions; } function generate_vertices(points, points2) { var vertexPositions = []; var center_point = [0, 0, 0]; for (var i = 0; i < points.length - 1; i++) { vertexPositions.push(points[i], points2[i], points[i + 1]); vertexPositions.push(points2[i], points2[i + 1], points[i + 1]); } vertexPositions.push( points[points.length - 1], points2[points.length - 1], points[0] ); vertices = new Float32Array(vertexPositions.length * 3); for (var i = 0; i < vertexPositions.length; i++) { vertices[i * 3 + 0] = vertexPositions[i][0]; vertices[i * 3 + 1] = vertexPositions[i][1]; vertices[i * 3 + 2] = vertexPositions[i][2]; } return vertices; } function update_vertices_v_2(points, points2, my_arr) { var vertexPositions = []; for (var i = 0; i < points.length - 1; i++) { vertexPositions.push(points[i], points2[i], points[i + 1]); vertexPositions.push(points2[i], points2[i + 1], points[i + 1]); } vertexPositions.push( points[points.length - 1], points2[points.length - 1], points[0] ); for (var i = 0; i < vertexPositions.length; i++) { my_arr[i * 3 + 0] = vertexPositions[i][0]; my_arr[i * 3 + 1] = vertexPositions[i][1]; my_arr[i * 3 + 2] = vertexPositions[i][2]; } } var last_anim = false; var delay_time = 0.3; var anim_time = 2.12; var rot_angle = 90; var counter = 0; var counter_anim = 0; var frame = 0; var frame_num = 0; var loop = function loop() { requestAnimationFrame(loop); for (var k = 0; k < objects.length; k++) { var time = (counter + k) / 60; var time_sin = Math.sin(time * 4); var obj = objects[k]; var rad = r * obj.r_coof; s_r = rad / 15; var points = generate_points(rad, s_r, obj.anim_shape, obj.wave_type); var points2 = generate_points( rad * (1 - linewidth), s_r, obj.anim_shape, obj.wave_type ); update_vertices_v_2(points, points2, all_vertices[k]); obj.geometry.attributes.position.needsUpdate = true; } renderer.render(scene, camera); counter++; }; loop(); }, false ); </script> </body> </html> |