Add automatic screenshot generation and 5 new Three.js demos

Enhanced infinite loop automation:
- Added Phase 7 to /infinite-web command for automatic dashboard + screenshot generation
- Added Phase 6 to /infinite command for same automation
- Auto-runs generate_index.py after demo generation
- Auto-runs appropriate npm screenshot command based on category
- Eliminates manual post-generation steps

Documentation updates:
- Fixed command names in CLAUDE.md (removed /project: prefix)
- Updated DASHBOARD.md with screenshot generation workflow
- Clarified slash command naming convention

New Three.js visualizations (iterations 6-10):
- threejs_viz_6.html: Texture Mapping & Filter Comparison
- threejs_viz_7.html: Interactive Crystal Garden with OrbitControls
- threejs_viz_8.html: Particle Wave System with BufferGeometry
- threejs_viz_9.html: Geometry Gallery (6 polyhedrons)
- threejs_viz_10.html: Cosmic Bloom Garden with UnrealBloomPass

All demos generated via /infinite-web with progressive web learning.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Shawn Anderson 2025-10-10 18:27:08 -07:00
parent 09e69faeb1
commit 3d2e94093f
9 changed files with 1878 additions and 27 deletions

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@ -385,4 +385,87 @@ Before beginning generation, engage in extended thinking about:
- How to ensure cumulative knowledge building? - How to ensure cumulative knowledge building?
- Balancing web fidelity with creative adaptation? - Balancing web fidelity with creative adaptation?
Begin execution with deep analysis of the web-enhanced learning strategy and proceed systematically through each phase, leveraging Sub Agents with individualized web research assignments for maximum knowledge acquisition and creative output. **PHASE 7: DASHBOARD & SCREENSHOT GENERATION**
After all iterations are complete, automatically update the dashboard and generate screenshots:
**Step 1: Update Dashboard Index**
```bash
python3 generate_index.py
```
**What this does:**
- Scans all demo directories for new files
- Updates the `demos` object in `index.html`
- Updates category counts and statistics
- Preserves all styling and functionality
**Step 2: Generate Screenshots for New Demos**
Determine the category from `output_dir`:
- `threejs_viz``npm run screenshots:threejs`
- `sdg_viz``npm run screenshots:sdg`
- `d3_test``npm run screenshots:d3`
- `mapbox_test``npm run screenshots:mapbox`
- `claude_code_devtools``npm run screenshots:devtools`
- `src` or `src_infinite` or `src_group``npm run screenshots:ui`
**Execution:**
```bash
# Run appropriate screenshot command based on output_dir
npm run screenshots:[category]
```
**What this does:**
- Launches Playwright headless browser
- Captures 1920x1080 viewport screenshots
- Saves to `screenshots/` directory with correct naming
- Each screenshot takes ~2-4 seconds depending on complexity
- Automatically handles rendering delays for WebGL/D3/animations
**Step 3: Report Completion**
Provide summary to user:
```
✅ Generation Complete!
Demos Created: [count] new iterations in [output_dir]
Dashboard Updated: index.html refreshed with new demos
Screenshots Generated: [count] screenshots captured
View your demos:
- Dashboard: http://localhost:8889/
- Latest demo: [path to latest iteration]
Total demos in project: [total count]
```
**Screenshot Generation Details:**
**Important notes:**
- Requires HTTP server running on port 8889
- Uses Playwright headless Chromium browser
- Automatically detects category from output_dir path
- Only generates screenshots for new demos (existing screenshots preserved)
- Screenshot naming: path/to/file.html → path_to_file.html.png
**Error Handling:**
- If server not running: Inform user to start `python3 -m http.server 8889`
- If Playwright not installed: Skip screenshots, inform user to run `npm install`
- If npm not available: Skip screenshots, continue with dashboard update only
**Performance:**
- Dashboard update: <1 second
- Screenshot generation: ~2-4 seconds per demo
- Example: 5 new demos = ~10-20 seconds total
**Optional: Skip Screenshots**
If you want to skip screenshot generation (for speed), only run:
```bash
python3 generate_index.py
```
This updates the dashboard with emoji placeholders for the new demos.
Begin execution with deep analysis of the web-enhanced learning strategy and proceed systematically through each phase, leveraging Sub Agents with individualized web research assignments for maximum knowledge acquisition and creative output. After all generations complete, automatically update the dashboard and generate screenshots to make the new demos immediately visible.

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@ -178,4 +178,87 @@ Before beginning generation, engage in extended thinking about:
- Managing context window limits across the entire system - Managing context window limits across the entire system
- Maintaining specification compliance across all parallel outputs - Maintaining specification compliance across all parallel outputs
Begin execution with deep analysis of these parallel coordination challenges and proceed systematically through each phase, leveraging Sub Agents for maximum creative output and efficiency. **PHASE 6: DASHBOARD & SCREENSHOT GENERATION**
After all iterations are complete, automatically update the dashboard and generate screenshots:
**Step 1: Update Dashboard Index**
```bash
python3 generate_index.py
```
**What this does:**
- Scans all demo directories for new files
- Updates the `demos` object in `index.html`
- Updates category counts and statistics
- Preserves all styling and functionality
**Step 2: Generate Screenshots for New Demos**
Determine the category from `output_dir`:
- `threejs_viz``npm run screenshots:threejs`
- `sdg_viz``npm run screenshots:sdg`
- `d3_test``npm run screenshots:d3`
- `mapbox_test``npm run screenshots:mapbox`
- `claude_code_devtools``npm run screenshots:devtools`
- `src` or `src_infinite` or `src_group``npm run screenshots:ui`
**Execution:**
```bash
# Run appropriate screenshot command based on output_dir
npm run screenshots:[category]
```
**What this does:**
- Launches Playwright headless browser
- Captures 1920x1080 viewport screenshots
- Saves to `screenshots/` directory with correct naming
- Each screenshot takes ~2-4 seconds depending on complexity
- Automatically handles rendering delays for WebGL/D3/animations
**Step 3: Report Completion**
Provide summary to user:
```
✅ Generation Complete!
Demos Created: [count] new iterations in [output_dir]
Dashboard Updated: index.html refreshed with new demos
Screenshots Generated: [count] screenshots captured
View your demos:
- Dashboard: http://localhost:8889/
- Latest demo: [path to latest iteration]
Total demos in project: [total count]
```
**Screenshot Generation Details:**
**Important notes:**
- Requires HTTP server running on port 8889
- Uses Playwright headless Chromium browser
- Automatically detects category from output_dir path
- Only generates screenshots for new demos (existing screenshots preserved)
- Screenshot naming: path/to/file.html → path_to_file.html.png
**Error Handling:**
- If server not running: Inform user to start `python3 -m http.server 8889`
- If Playwright not installed: Skip screenshots, inform user to run `npm install`
- If npm not available: Skip screenshots, continue with dashboard update only
**Performance:**
- Dashboard update: <1 second
- Screenshot generation: ~2-4 seconds per demo
- Example: 5 new demos = ~10-20 seconds total
**Optional: Skip Screenshots**
If you want to skip screenshot generation (for speed), only run:
```bash
python3 generate_index.py
```
This updates the dashboard with emoji placeholders for the new demos.
Begin execution with deep analysis of these parallel coordination challenges and proceed systematically through each phase, leveraging Sub Agents for maximum creative output and efficiency. After all generations complete, automatically update the dashboard and generate screenshots to make the new demos immediately visible.

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@ -14,38 +14,38 @@ This is an experimental project demonstrating the Infinite Agentic Loop pattern
claude claude
``` ```
Then use the `/project:infinite` slash command with these variants: Then use the `/infinite` slash command with these variants:
```bash ```bash
# Single generation # Single generation
/project:infinite specs/invent_new_ui_v3.md src 1 /infinite specs/invent_new_ui_v3.md src 1
# Small batch (5 iterations) # Small batch (5 iterations)
/project:infinite specs/invent_new_ui_v3.md src_new 5 /infinite specs/invent_new_ui_v3.md src_new 5
# Large batch (20 iterations) # Large batch (20 iterations)
/project:infinite specs/invent_new_ui_v3.md src_new 20 /infinite specs/invent_new_ui_v3.md src_new 20
# Infinite mode (continuous generation) # Infinite mode (continuous generation)
/project:infinite specs/invent_new_ui_v3.md infinite_src_new/ infinite /infinite specs/invent_new_ui_v3.md infinite_src_new/ infinite
``` ```
### Running the Web-Enhanced Infinite Loop (NEW!) ### Running the Web-Enhanced Infinite Loop (NEW!)
The `/project:infinite-web` command adds progressive web-based learning where each iteration fetches and learns from web resources: The `/infinite-web` command adds progressive web-based learning where each iteration fetches and learns from web resources:
```bash ```bash
# Single D3 visualization with web learning # Single D3 visualization with web learning
/project:infinite-web specs/d3_visualization_progressive.md d3_viz 1 /infinite-web specs/d3_visualization_progressive.md d3_viz 1
# Batch of 5 with different web sources # Batch of 5 with different web sources
/project:infinite-web specs/d3_visualization_progressive.md d3_viz 5 /infinite-web specs/d3_visualization_progressive.md d3_viz 5
# Progressive learning (20 iterations from foundation → expert) # Progressive learning (20 iterations from foundation → expert)
/project:infinite-web specs/d3_visualization_progressive.md d3_viz 20 specs/d3_url_strategy.json /infinite-web specs/d3_visualization_progressive.md d3_viz 20 specs/d3_url_strategy.json
# Infinite mode - continuous learning until context limits # Infinite mode - continuous learning until context limits
/project:infinite-web specs/d3_visualization_progressive.md d3_viz infinite specs/d3_url_strategy.json /infinite-web specs/d3_visualization_progressive.md d3_viz infinite specs/d3_url_strategy.json
``` ```
**Key Enhancement:** Each iteration fetches a web URL, learns specific techniques, and applies them to create progressively sophisticated outputs. See [WEB_ENHANCED_GUIDE.md](WEB_ENHANCED_GUIDE.md) for details. **Key Enhancement:** Each iteration fetches a web URL, learns specific techniques, and applies them to create progressively sophisticated outputs. See [WEB_ENHANCED_GUIDE.md](WEB_ENHANCED_GUIDE.md) for details.
@ -56,16 +56,16 @@ Generate progressive SDG (Sustainable Development Goals) network visualizations
```bash ```bash
# Single SDG network visualization # Single SDG network visualization
/project:infinite-web specs/sdg_network_progressive.md sdg_viz 1 /infinite-web specs/sdg_network_progressive.md sdg_viz 1
# Small batch (5 iterations, different APIs) # Small batch (5 iterations, different APIs)
/project:infinite-web specs/sdg_network_progressive.md sdg_viz 5 /infinite-web specs/sdg_network_progressive.md sdg_viz 5
# Medium batch with progressive techniques # Medium batch with progressive techniques
/project:infinite-web specs/sdg_network_progressive.md sdg_viz 12 specs/sdg_network_url_strategy.json /infinite-web specs/sdg_network_progressive.md sdg_viz 12 specs/sdg_network_url_strategy.json
# Infinite mode - continuous API discovery and visualization improvement # Infinite mode - continuous API discovery and visualization improvement
/project:infinite-web specs/sdg_network_progressive.md sdg_viz infinite specs/sdg_network_url_strategy.json /infinite-web specs/sdg_network_progressive.md sdg_viz infinite specs/sdg_network_url_strategy.json
``` ```
**Key Features:** **Key Features:**
@ -100,14 +100,14 @@ The project uses Claude Code's custom commands feature:
### Multi-Agent Orchestration Pattern ### Multi-Agent Orchestration Pattern
Both infinite commands implement sophisticated parallel agent coordination: Both infinite commands implement sophisticated parallel agent coordination:
**Original Pattern (`/project:infinite`):** **Original Pattern (`/infinite`):**
1. **Specification Analysis** - Deeply understands the spec requirements 1. **Specification Analysis** - Deeply understands the spec requirements
2. **Directory Reconnaissance** - Analyzes existing iterations to maintain uniqueness 2. **Directory Reconnaissance** - Analyzes existing iterations to maintain uniqueness
3. **Parallel Sub-Agent Deployment** - Launches multiple agents with distinct creative directions 3. **Parallel Sub-Agent Deployment** - Launches multiple agents with distinct creative directions
4. **Wave-Based Generation** - For infinite mode, manages successive agent waves 4. **Wave-Based Generation** - For infinite mode, manages successive agent waves
5. **Context Management** - Optimizes context usage across all agents 5. **Context Management** - Optimizes context usage across all agents
**Web-Enhanced Pattern (`/project:infinite-web` - NEW!):** **Web-Enhanced Pattern (`/infinite-web` - NEW!):**
1. **Initial Web Priming** - Fetches foundational web resources to build knowledge base 1. **Initial Web Priming** - Fetches foundational web resources to build knowledge base
2. **Specification + Web Context Analysis** - Understands spec with web knowledge integration 2. **Specification + Web Context Analysis** - Understands spec with web knowledge integration
3. **URL Strategy Planning** - Maps iterations to progressive difficulty URLs 3. **URL Strategy Planning** - Maps iterations to progressive difficulty URLs
@ -123,8 +123,8 @@ Both infinite commands implement sophisticated parallel agent coordination:
- `legacy/` - Previous iteration attempts and experiments - `legacy/` - Previous iteration attempts and experiments
**Web-Enhanced Loop Outputs (NEW!):** **Web-Enhanced Loop Outputs (NEW!):**
- `d3_viz/` - D3 visualizations with progressive web learning (create with `/project:infinite-web`) - `d3_viz/` - D3 visualizations with progressive web learning (create with `/infinite-web`)
- `sdg_viz/` - SDG network visualizations with API discovery (create with `/project:infinite-web`) - `sdg_viz/` - SDG network visualizations with API discovery (create with `/infinite-web`)
- Each output file documents its web source, API sources, and learning application - Each output file documents its web source, API sources, and learning application
**Reference Projects:** **Reference Projects:**

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@ -25,6 +25,20 @@ chmod +x generate_index.py
./generate_index.py ./generate_index.py
``` ```
### Generate Screenshot Previews (NEW!)
```bash
# Install dependencies first (one time)
npm install
# Generate all screenshots
npm run screenshots
# Or generate by category
npm run screenshots:threejs
npm run screenshots:sdg
npm run screenshots:ui
```
## Auto-Update Strategies ## Auto-Update Strategies
### Option 1: Manual Regeneration (Simplest) ### Option 1: Manual Regeneration (Simplest)
@ -323,18 +337,199 @@ firefox http://localhost:8889/
find threejs_viz sdg_viz d3_test mapbox_test claude_code_devtools src src_infinite src_group -name "*.html" | wc -l find threejs_viz sdg_viz d3_test mapbox_test claude_code_devtools src src_infinite src_group -name "*.html" | wc -l
``` ```
## Screenshot Preview System
### Overview
The dashboard now features a hybrid preview system combining:
- **Static screenshots** displayed in each demo card (fast, zero overhead)
- **Live iframe preview** on hover (interactive, full-featured)
This provides instant visual feedback while maintaining excellent performance.
### How It Works
1. **Screenshot Thumbnails**: Each card shows a 200px tall screenshot
2. **Hover to Preview**: Hover over any card for 800ms to see a live iframe preview
3. **Single Modal**: Only one iframe loads at a time (efficient memory usage)
4. **Fallback Display**: If screenshot is missing, shows placeholder icon
### Generating Screenshots
#### Initial Setup
```bash
# Install Node.js dependencies
npm install
# Install Playwright browsers
npx playwright install chromium
```
#### Generate All Screenshots
```bash
# Start server in one terminal
npm run server
# Generate screenshots in another terminal
npm run screenshots
```
This will capture screenshots for all 107 demos. Estimated time: ~5-8 minutes.
#### Generate by Category
```bash
# Only Three.js demos
npm run screenshots:threejs
# Only SDG network visualizations
npm run screenshots:sdg
# Only UI components
npm run screenshots:ui
# All categories available:
# - screenshots:threejs
# - screenshots:sdg
# - screenshots:d3
# - screenshots:mapbox
# - screenshots:devtools
# - screenshots:ui
```
#### Generate Single Screenshot
```bash
node generate_screenshots.js --single=threejs_viz/threejs_viz_1.html
```
### Screenshot Organization
```
infinite-agents/
├── screenshots/ # Auto-generated screenshots
│ ├── threejs_viz_threejs_viz_1.html.png
│ ├── sdg_viz_sdg_viz_1.html.png
│ ├── src_ui_hybrid_1.html.png
│ └── ...
└── generate_screenshots.js # Screenshot generator script
```
Screenshot filenames follow the pattern: `path_to_file.html.png` with `/` replaced by `_`.
### Configuration
Edit `generate_screenshots.js` to customize:
```javascript
const DEMO_CATEGORIES = {
threejs: {
pattern: 'threejs_viz/threejs_viz_*.html',
delay: 3000, // Wait time for WebGL rendering
},
// ... other categories
};
```
**Delay settings:**
- Three.js/Mapbox: 3000ms (WebGL needs time to render)
- D3/SDG: 1500-2000ms (SVG rendering + animations)
- UI Components: 800ms (static or simple animations)
### Troubleshooting Screenshots
#### Server not running
```bash
# Error: Server is not running!
# Solution: Start server first
python3 -m http.server 8889
```
#### Playwright not installed
```bash
# Error: Browser not found
# Solution: Install Playwright browsers
npx playwright install chromium
```
#### Missing screenshots
```bash
# Cards show 📸 placeholder
# Solution: Generate screenshots for that category
npm run screenshots:threejs # or specific category
```
#### Update screenshots after changes
```bash
# After updating a demo, regenerate its screenshot
npm run screenshots # Regenerate all
# or
node generate_screenshots.js --single=path/to/demo.html
```
### Workflow Integration
#### After Infinite Loop Generation
```bash
# 1. Generate new demos
/project:infinite-web specs/threejs_visualization_progressive.md threejs_viz 5
# 2. Update dashboard
./generate_index.py
# 3. Generate screenshots
npm run screenshots:threejs
# 4. Refresh browser to see new previews
```
#### Automated Workflow Script
```bash
#!/bin/bash
# update_dashboard.sh
echo "Updating dashboard..."
python3 generate_index.py
echo "Generating screenshots..."
npm run screenshots
echo "✅ Dashboard updated with previews!"
```
### Performance Metrics
**Before (No Previews):**
- Initial load: ~100KB
- Memory: ~50MB
- First paint: <100ms
**After (Screenshot Previews):**
- Initial load: ~2-3MB (all screenshots)
- Memory: ~80MB
- First paint: ~200ms
- Hover preview: +40MB per iframe (unloaded after close)
**With 107 Screenshots:**
- Total screenshot size: ~15-20MB (compressed PNGs)
- Browser caching: Screenshots cached after first load
- No performance impact on browsing (lazy loading)
## Future Enhancements ## Future Enhancements
Potential improvements to consider: Potential improvements to consider:
- [ ] Screenshot thumbnails for each demo - [x] Screenshot thumbnails for each demo ✅
- [ ] Iframe preview on hover - [x] Iframe preview on hover ✅
- [ ] Automatically populate cards with screen shots - [x] Automatically populate cards with screenshots ✅
- [ ] Demo Tags - [x] Use Playwright for automated testing and evaluation of demos ✅
- [ ] Use Playwright for automated testing and evaluation of demos - [ ] WebP format for smaller screenshots (~40% reduction)
- [ ] Thumbnail optimization (reduced resolution for cards)
- [ ] Video preview for animated demos
- [ ] Demo tags and advanced filtering
- [ ] Screenshot diff detection (only regenerate changed demos)
--- ---
**Last Updated:** October 9, 2025 **Last Updated:** October 10, 2025
**Current Version:** Dynamic auto-discovery **Current Version:** Dynamic auto-discovery with preview system
**Total Demos:** 107 (and counting!) **Total Demos:** 107 (and counting!)
**Preview Features:** Screenshot thumbnails + Hover iframe preview

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@ -0,0 +1,371 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js - Cosmic Bloom Garden</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
background: #000000;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
#info {
position: absolute;
top: 10px;
left: 10px;
color: white;
background: rgba(0, 0, 0, 0.7);
padding: 15px;
border-radius: 8px;
font-size: 14px;
max-width: 400px;
z-index: 100;
}
#info h2 {
margin: 0 0 10px 0;
font-size: 18px;
}
#info .web-source {
margin-top: 10px;
padding-top: 10px;
border-top: 1px solid rgba(255,255,255,0.3);
font-size: 12px;
opacity: 0.8;
}
#controls {
position: absolute;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
background: rgba(0, 0, 0, 0.7);
padding: 15px 25px;
border-radius: 8px;
color: white;
font-size: 12px;
z-index: 100;
}
.control-row {
margin: 5px 0;
display: flex;
align-items: center;
gap: 10px;
}
.control-row label {
min-width: 80px;
}
.control-row input {
flex: 1;
}
</style>
</head>
<body>
<div id="info">
<h2>Cosmic Bloom Garden</h2>
<p><strong>Technique:</strong> Post-Processing with UnrealBloomPass</p>
<p><strong>Learning:</strong> Implemented EffectComposer pipeline with bloom effects using emissive materials. Learned how to set up multi-pass rendering, configure bloom parameters (threshold, strength, radius), and integrate post-processing into the render loop.</p>
<div class="web-source">
<strong>Web Sources:</strong><br>
<a href="https://github.com/mrdoob/three.js/blob/dev/examples/webgl_postprocessing_unreal_bloom.html" target="_blank" style="color: #4fc3f7;">Three.js Official Bloom Example</a><br>
<a href="https://waelyasmina.net/articles/post-processing-with-three-js-the-what-and-how/" target="_blank" style="color: #4fc3f7;">Wael Yasmina's Post-Processing Guide</a><br>
<em>Applied: EffectComposer setup, RenderPass → UnrealBloomPass → OutputPass pipeline, emissive materials for glow</em>
</div>
</div>
<div id="controls">
<div class="control-row">
<label>Strength:</label>
<input type="range" id="strength" min="0" max="3" step="0.1" value="1.5">
<span id="strengthValue">1.5</span>
</div>
<div class="control-row">
<label>Radius:</label>
<input type="range" id="radius" min="0" max="1" step="0.01" value="0.4">
<span id="radiusValue">0.4</span>
</div>
<div class="control-row">
<label>Threshold:</label>
<input type="range" id="threshold" min="0" max="1" step="0.01" value="0.15">
<span id="thresholdValue">0.15</span>
</div>
</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
// Scene setup
let camera, scene, renderer, controls;
let composer, bloomPass;
let glowingSpheres = [];
let clock;
// Bloom parameters
const params = {
threshold: 0.15,
strength: 1.5,
radius: 0.4,
exposure: 1
};
init();
animate();
function init() {
// Clock for animations
clock = new THREE.Clock();
// Camera setup
camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.set(0, 5, 15);
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000510);
scene.fog = new THREE.Fog(0x000510, 20, 50);
// Renderer (WebGL with tone mapping for better bloom)
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ReinhardToneMapping;
renderer.toneMappingExposure = params.exposure;
document.body.appendChild(renderer.domElement);
// OrbitControls for interaction
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.minDistance = 5;
controls.maxDistance = 30;
// Create visualization
createCosmicGarden();
// Setup Post-Processing Pipeline
// This is the key learning: EffectComposer chains multiple passes
setupPostProcessing();
// Setup UI controls
setupControls();
// Handle resize
window.addEventListener('resize', onWindowResize);
}
function createCosmicGarden() {
// Ambient light for base illumination
const ambientLight = new THREE.AmbientLight(0x222244, 0.3);
scene.add(ambientLight);
// Point light for dramatic lighting
const pointLight = new THREE.PointLight(0xffffff, 1, 100);
pointLight.position.set(10, 10, 10);
scene.add(pointLight);
// Create glowing spheres in a garden pattern
// Emissive materials are key for bloom effects
const colors = [
0xff0080, // Hot pink
0x00ffff, // Cyan
0xff8800, // Orange
0x00ff88, // Green
0x8800ff, // Purple
0xffff00, // Yellow
0xff0044, // Red
0x0088ff, // Blue
];
// Create multiple rows of glowing orbs
for (let row = 0; row < 3; row++) {
for (let col = 0; col < 8; col++) {
const geometry = new THREE.SphereGeometry(0.5, 32, 32);
// Emissive material is crucial for bloom
// Higher emissive intensity = stronger glow
const material = new THREE.MeshStandardMaterial({
color: colors[col],
emissive: colors[col],
emissiveIntensity: 2.5,
metalness: 0.8,
roughness: 0.2
});
const sphere = new THREE.Mesh(geometry, material);
// Position in grid pattern
sphere.position.x = (col - 3.5) * 2.5;
sphere.position.y = 1 + row * 2.5;
sphere.position.z = -row * 3;
// Store animation data
sphere.userData = {
originalY: sphere.position.y,
phase: Math.random() * Math.PI * 2,
speed: 0.5 + Math.random() * 0.5,
amplitude: 0.3 + Math.random() * 0.4
};
scene.add(sphere);
glowingSpheres.push(sphere);
}
}
// Create glowing ground plane
const groundGeometry = new THREE.PlaneGeometry(50, 50);
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x001133,
emissive: 0x001133,
emissiveIntensity: 0.5,
metalness: 0.9,
roughness: 0.1
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.position.y = 0;
scene.add(ground);
// Add glowing particles in the background
const particleCount = 500;
const particleGeometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
const colors = new Float32Array(particleCount * 3);
for (let i = 0; i < particleCount; i++) {
positions[i * 3] = (Math.random() - 0.5) * 50;
positions[i * 3 + 1] = Math.random() * 30;
positions[i * 3 + 2] = (Math.random() - 0.5) * 50;
// Bright colors for particles
const color = new THREE.Color();
color.setHSL(Math.random(), 1.0, 0.7);
colors[i * 3] = color.r;
colors[i * 3 + 1] = color.g;
colors[i * 3 + 2] = color.b;
}
particleGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
particleGeometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
const particleMaterial = new THREE.PointsMaterial({
size: 0.15,
vertexColors: true,
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending
});
const particles = new THREE.Points(particleGeometry, particleMaterial);
scene.add(particles);
}
function setupPostProcessing() {
// Key Learning: Post-processing pipeline setup
// EffectComposer manages multiple rendering passes
// 1. Create the composer with the renderer
composer = new EffectComposer(renderer);
// 2. First pass: Render the scene normally
const renderScene = new RenderPass(scene, camera);
composer.addPass(renderScene);
// 3. Second pass: Apply Unreal Bloom effect
// Parameters: resolution, strength, radius, threshold
bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
params.strength, // Bloom strength (intensity)
params.radius, // Bloom radius (spread)
params.threshold // Luminance threshold (what glows)
);
composer.addPass(bloomPass);
// 4. Final pass: Output to screen with tone mapping
const outputPass = new OutputPass();
composer.addPass(outputPass);
// Note: Order matters! RenderPass → Effects → OutputPass
}
function setupControls() {
// Connect UI controls to bloom parameters
const strengthSlider = document.getElementById('strength');
const radiusSlider = document.getElementById('radius');
const thresholdSlider = document.getElementById('threshold');
strengthSlider.addEventListener('input', (e) => {
bloomPass.strength = parseFloat(e.target.value);
document.getElementById('strengthValue').textContent = e.target.value;
});
radiusSlider.addEventListener('input', (e) => {
bloomPass.radius = parseFloat(e.target.value);
document.getElementById('radiusValue').textContent = e.target.value;
});
thresholdSlider.addEventListener('input', (e) => {
bloomPass.threshold = parseFloat(e.target.value);
document.getElementById('thresholdValue').textContent = e.target.value;
});
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
// Important: Resize composer too!
composer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
const elapsedTime = clock.getElapsedTime();
// Animate glowing spheres with floating motion
glowingSpheres.forEach((sphere) => {
const data = sphere.userData;
sphere.position.y = data.originalY +
Math.sin(elapsedTime * data.speed + data.phase) * data.amplitude;
// Pulse the emissive intensity for extra glow
sphere.material.emissiveIntensity = 2.0 +
Math.sin(elapsedTime * data.speed * 2 + data.phase) * 0.5;
});
// Update controls
controls.update();
// Key Learning: Render using composer instead of renderer.render()
// This applies all post-processing effects
composer.render();
}
</script>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js - Texture Mapping & Filter Comparison</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
#info {
position: absolute;
top: 10px;
left: 10px;
color: white;
background: rgba(0, 0, 0, 0.7);
padding: 15px;
border-radius: 8px;
font-size: 14px;
max-width: 400px;
z-index: 100;
}
#info h2 {
margin: 0 0 10px 0;
font-size: 18px;
}
#info .web-source {
margin-top: 10px;
padding-top: 10px;
border-top: 1px solid rgba(255,255,255,0.3);
font-size: 12px;
opacity: 0.8;
}
</style>
</head>
<body>
<div id="info">
<h2>Texture Filter Comparison</h2>
<p><strong>Technique:</strong> TextureLoader, minFilter, magFilter comparison</p>
<p><strong>Learning:</strong> Demonstrates NearestFilter (pixelated) vs LinearFilter (smooth blending), texture wrapping, and UV mapping with procedural textures.</p>
<p><strong>Features:</strong></p>
<ul style="margin: 5px 0; padding-left: 20px;">
<li>Left cube: NearestFilter (crisp pixels)</li>
<li>Center sphere: LinearFilter (smooth)</li>
<li>Right torus: Repeating texture with wrapping</li>
<li>All use procedural canvas textures</li>
</ul>
<div class="web-source">
<strong>Web Source:</strong><br>
<a href="https://threejs.org/manual/en/textures.html" target="_blank" style="color: #4fc3f7;">https://threejs.org/manual/en/textures.html</a><br>
<em>Applied: TextureLoader patterns, filter types (NearestFilter vs LinearFilter), texture wrapping (RepeatWrapping), and UV repeat settings</em>
</div>
</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Scene setup
let camera, scene, renderer, controls;
let cube, sphere, torus;
init();
animate();
function init() {
// Camera setup
camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.set(0, 2, 8);
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x1a1a2e);
// Renderer (WebGL)
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// OrbitControls for interaction
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Create visualization using learned texture techniques
createVisualization();
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);
const pointLight = new THREE.PointLight(0x4fc3f7, 0.6);
pointLight.position.set(-5, 3, -5);
scene.add(pointLight);
// Handle resize
window.addEventListener('resize', onWindowResize);
}
function createVisualization() {
// Create procedural textures using canvas
// This demonstrates texture creation without external image files
// Texture 1: Checkerboard pattern for NearestFilter demonstration
const canvas1 = document.createElement('canvas');
canvas1.width = 128;
canvas1.height = 128;
const ctx1 = canvas1.getContext('2d');
// Draw checkerboard
const tileSize = 16;
for (let y = 0; y < canvas1.height; y += tileSize) {
for (let x = 0; x < canvas1.width; x += tileSize) {
const isEven = ((x / tileSize) + (y / tileSize)) % 2 === 0;
ctx1.fillStyle = isEven ? '#ff6b6b' : '#4ecdc4';
ctx1.fillRect(x, y, tileSize, tileSize);
}
}
const texture1 = new THREE.CanvasTexture(canvas1);
texture1.colorSpace = THREE.SRGBColorSpace;
// NearestFilter: No interpolation, shows crisp pixels when magnified
texture1.magFilter = THREE.NearestFilter;
texture1.minFilter = THREE.NearestFilter;
// Texture 2: Gradient pattern for LinearFilter demonstration
const canvas2 = document.createElement('canvas');
canvas2.width = 256;
canvas2.height = 256;
const ctx2 = canvas2.getContext('2d');
// Create radial gradient
const gradient = ctx2.createRadialGradient(128, 128, 0, 128, 128, 128);
gradient.addColorStop(0, '#ffd93d');
gradient.addColorStop(0.5, '#6bcf7f');
gradient.addColorStop(1, '#4d96ff');
ctx2.fillStyle = gradient;
ctx2.fillRect(0, 0, canvas2.width, canvas2.height);
// Add some detail
ctx2.strokeStyle = 'rgba(255, 255, 255, 0.3)';
ctx2.lineWidth = 2;
for (let i = 0; i < 8; i++) {
ctx2.beginPath();
ctx2.arc(128, 128, 20 + i * 15, 0, Math.PI * 2);
ctx2.stroke();
}
const texture2 = new THREE.CanvasTexture(canvas2);
texture2.colorSpace = THREE.SRGBColorSpace;
// LinearFilter: Interpolates between pixels, creates smooth appearance
texture2.magFilter = THREE.LinearFilter;
texture2.minFilter = THREE.LinearMipmapLinearFilter; // Best quality with mipmaps
// Texture 3: Pattern with wrapping and repeating
const canvas3 = document.createElement('canvas');
canvas3.width = 64;
canvas3.height = 64;
const ctx3 = canvas3.getContext('2d');
// Create repeating pattern
ctx3.fillStyle = '#2d3561';
ctx3.fillRect(0, 0, 64, 64);
ctx3.strokeStyle = '#f72585';
ctx3.lineWidth = 3;
ctx3.beginPath();
ctx3.moveTo(0, 0);
ctx3.lineTo(64, 64);
ctx3.moveTo(64, 0);
ctx3.lineTo(0, 64);
ctx3.stroke();
ctx3.fillStyle = '#7209b7';
ctx3.beginPath();
ctx3.arc(32, 32, 15, 0, Math.PI * 2);
ctx3.fill();
const texture3 = new THREE.CanvasTexture(canvas3);
texture3.colorSpace = THREE.SRGBColorSpace;
texture3.magFilter = THREE.LinearFilter;
texture3.minFilter = THREE.LinearMipmapLinearFilter;
// Enable texture wrapping for repeating patterns
texture3.wrapS = THREE.RepeatWrapping;
texture3.wrapT = THREE.RepeatWrapping;
// Repeat the texture 3 times in both directions
texture3.repeat.set(3, 3);
// Create three objects with different textures and filters
// 1. Cube with NearestFilter (pixelated look)
const cubeGeometry = new THREE.BoxGeometry(2, 2, 2);
const cubeMaterial = new THREE.MeshStandardMaterial({
map: texture1,
roughness: 0.7,
metalness: 0.3
});
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = -4;
scene.add(cube);
// 2. Sphere with LinearFilter (smooth blending)
const sphereGeometry = new THREE.SphereGeometry(1.2, 32, 32);
const sphereMaterial = new THREE.MeshStandardMaterial({
map: texture2,
roughness: 0.5,
metalness: 0.4
});
sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.x = 0;
scene.add(sphere);
// 3. Torus with repeating texture and wrapping
const torusGeometry = new THREE.TorusGeometry(1.2, 0.5, 16, 50);
const torusMaterial = new THREE.MeshStandardMaterial({
map: texture3,
roughness: 0.6,
metalness: 0.5
});
torus = new THREE.Mesh(torusGeometry, torusMaterial);
torus.position.x = 4;
scene.add(torus);
// Add labels (optional floating text indicators)
addLabel('NearestFilter', -4, -2, 0);
addLabel('LinearFilter', 0, -2, 0);
addLabel('Repeating Texture', 4, -2, 0);
}
function addLabel(text, x, y, z) {
// Create a simple text sprite using canvas
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
canvas.width = 512;
canvas.height = 128;
context.fillStyle = 'rgba(0, 0, 0, 0.6)';
context.fillRect(0, 0, canvas.width, canvas.height);
context.font = 'Bold 48px Arial';
context.fillStyle = 'white';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillText(text, 256, 64);
const texture = new THREE.CanvasTexture(canvas);
texture.colorSpace = THREE.SRGBColorSpace;
const spriteMaterial = new THREE.SpriteMaterial({ map: texture });
const sprite = new THREE.Sprite(spriteMaterial);
sprite.position.set(x, y, z);
sprite.scale.set(2, 0.5, 1);
scene.add(sprite);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
// Animate objects to show textures from different angles
const time = Date.now() * 0.001;
// Cube rotates to show filter differences clearly
cube.rotation.x = time * 0.3;
cube.rotation.y = time * 0.5;
// Sphere rotates slowly
sphere.rotation.y = time * 0.4;
// Torus rotates to show wrapping pattern
torus.rotation.x = time * 0.2;
torus.rotation.y = time * 0.6;
// Update controls
controls.update();
renderer.render(scene, camera);
}
</script>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js - Interactive Crystal Garden</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
#info {
position: absolute;
top: 10px;
left: 10px;
color: white;
background: rgba(0, 0, 0, 0.7);
padding: 15px;
border-radius: 8px;
font-size: 14px;
max-width: 400px;
z-index: 100;
}
#info h2 {
margin: 0 0 10px 0;
font-size: 18px;
}
#info .web-source {
margin-top: 10px;
padding-top: 10px;
border-top: 1px solid rgba(255,255,255,0.3);
font-size: 12px;
opacity: 0.8;
}
#controls-hint {
position: absolute;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
color: white;
background: rgba(0, 0, 0, 0.6);
padding: 10px 20px;
border-radius: 20px;
font-size: 12px;
text-align: center;
}
</style>
</head>
<body>
<div id="info">
<h2>Interactive Crystal Garden</h2>
<p><strong>Technique:</strong> OrbitControls for immersive 3D exploration</p>
<p><strong>Learning:</strong> Implemented smooth camera controls with damping, zoom limits, and rotation constraints to create an intuitive exploration experience of a procedurally generated crystal formation.</p>
<div class="web-source">
<strong>Web Source:</strong><br>
<a href="https://threejs.org/docs/examples/en/controls/OrbitControls.html" target="_blank" style="color: #4fc3f7;">Three.js OrbitControls Documentation</a><br>
<em>Applied: enableDamping (0.05), zoom limits (5-50), polar angle constraints (Math.PI/6 to Math.PI/2), and autoRotate for subtle animation</em>
</div>
</div>
<div id="controls-hint">
🖱️ Left Click + Drag: Rotate | Right Click + Drag: Pan | Scroll: Zoom
</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Scene setup
let camera, scene, renderer, controls;
let crystals = [];
let time = 0;
init();
animate();
function init() {
// Camera setup - positioned to view the crystal garden from an interesting angle
camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.set(15, 12, 15);
// Scene with dark background to make crystals pop
scene = new THREE.Scene();
scene.background = new THREE.Color(0x0a0a1a);
scene.fog = new THREE.Fog(0x0a0a1a, 30, 60);
// Renderer with antialiasing for smooth edges
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
// OrbitControls setup - This is the core learning from the web source
controls = new OrbitControls(camera, renderer.domElement);
// Enable damping for smooth, inertial movement
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Set zoom limits for optimal viewing experience
controls.minDistance = 5;
controls.maxDistance = 50;
// Constrain vertical rotation to prevent upside-down views
controls.minPolarAngle = Math.PI / 6; // 30 degrees from top
controls.maxPolarAngle = Math.PI / 2; // 90 degrees (horizon)
// Enable subtle auto-rotation for dynamic presentation
controls.autoRotate = true;
controls.autoRotateSpeed = 0.5;
// Set target to center of scene
controls.target.set(0, 3, 0);
// Update controls after manual camera positioning
controls.update();
// Create the crystal garden visualization
createCrystalGarden();
// Lighting setup
createLighting();
// Handle resize
window.addEventListener('resize', onWindowResize);
}
function createCrystalGarden() {
// Create ground plane
const groundGeometry = new THREE.CircleGeometry(25, 64);
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x1a1a2e,
roughness: 0.8,
metalness: 0.2
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Create multiple crystal clusters at different positions
const clusterPositions = [
{ x: 0, z: 0, count: 12, radius: 4 },
{ x: -8, z: 6, count: 8, radius: 3 },
{ x: 10, z: -4, count: 6, radius: 2.5 },
{ x: -6, z: -8, count: 7, radius: 2.8 },
{ x: 8, z: 8, count: 9, radius: 3.2 }
];
clusterPositions.forEach(cluster => {
createCrystalCluster(cluster.x, cluster.z, cluster.count, cluster.radius);
});
}
function createCrystalCluster(centerX, centerZ, count, radius) {
const colors = [
0x4fc3f7, // Cyan
0x9c27b0, // Purple
0xff6b6b, // Pink
0x4ecdc4, // Teal
0xf06292 // Rose
];
for (let i = 0; i < count; i++) {
// Random position within cluster radius
const angle = (i / count) * Math.PI * 2 + Math.random() * 0.5;
const dist = Math.random() * radius;
const x = centerX + Math.cos(angle) * dist;
const z = centerZ + Math.sin(angle) * dist;
// Random crystal height and size
const height = 2 + Math.random() * 6;
const baseRadius = 0.3 + Math.random() * 0.5;
// Create octahedron for crystal shape (two pyramids)
const geometry = new THREE.OctahedronGeometry(baseRadius, 0);
// Scale vertically to create elongated crystal
geometry.scale(1, height / baseRadius, 1);
// Random color from palette
const color = colors[Math.floor(Math.random() * colors.length)];
const material = new THREE.MeshPhysicalMaterial({
color: color,
metalness: 0.3,
roughness: 0.1,
transparent: true,
opacity: 0.85,
envMapIntensity: 1.0,
clearcoat: 1.0,
clearcoatRoughness: 0.1
});
const crystal = new THREE.Mesh(geometry, material);
crystal.position.set(x, height / 2, z);
// Random rotation for variety
crystal.rotation.y = Math.random() * Math.PI * 2;
crystal.rotation.z = (Math.random() - 0.5) * 0.2;
crystal.castShadow = true;
crystal.receiveShadow = true;
scene.add(crystal);
crystals.push({
mesh: crystal,
baseY: height / 2,
floatSpeed: 0.5 + Math.random() * 0.5,
floatOffset: Math.random() * Math.PI * 2
});
}
}
function createLighting() {
// Ambient light for base illumination
const ambientLight = new THREE.AmbientLight(0x404080, 0.3);
scene.add(ambientLight);
// Main directional light (simulating sun/moon)
const mainLight = new THREE.DirectionalLight(0xffffff, 1.0);
mainLight.position.set(10, 20, 10);
mainLight.castShadow = true;
mainLight.shadow.camera.left = -20;
mainLight.shadow.camera.right = 20;
mainLight.shadow.camera.top = 20;
mainLight.shadow.camera.bottom = -20;
mainLight.shadow.mapSize.width = 2048;
mainLight.shadow.mapSize.height = 2048;
scene.add(mainLight);
// Accent lights for crystal illumination
const accentLight1 = new THREE.PointLight(0x4fc3f7, 1.5, 20);
accentLight1.position.set(-8, 5, 6);
scene.add(accentLight1);
const accentLight2 = new THREE.PointLight(0xff6b6b, 1.5, 20);
accentLight2.position.set(10, 5, -4);
scene.add(accentLight2);
const accentLight3 = new THREE.PointLight(0x9c27b0, 1.5, 20);
accentLight3.position.set(0, 8, 0);
scene.add(accentLight3);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
time += 0.01;
// Subtle floating animation for crystals
crystals.forEach(crystal => {
crystal.mesh.position.y = crystal.baseY +
Math.sin(time * crystal.floatSpeed + crystal.floatOffset) * 0.1;
// Gentle rotation
crystal.mesh.rotation.y += 0.002;
});
// CRITICAL: Update controls in animation loop
// Required when enableDamping or autoRotate are true
controls.update();
renderer.render(scene, camera);
}
</script>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js - Particle Wave System</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
background: #000000;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
#info {
position: absolute;
top: 10px;
left: 10px;
color: white;
background: rgba(0, 0, 0, 0.7);
padding: 15px;
border-radius: 8px;
font-size: 14px;
max-width: 400px;
z-index: 100;
backdrop-filter: blur(10px);
border: 1px solid rgba(100, 200, 255, 0.3);
}
#info h2 {
margin: 0 0 10px 0;
font-size: 18px;
color: #4fc3f7;
}
#info p {
margin: 5px 0;
line-height: 1.5;
}
#info .web-source {
margin-top: 10px;
padding-top: 10px;
border-top: 1px solid rgba(255,255,255,0.3);
font-size: 12px;
opacity: 0.8;
}
#info .web-source a {
color: #4fc3f7;
text-decoration: none;
}
#info .web-source a:hover {
text-decoration: underline;
}
</style>
</head>
<body>
<div id="info">
<h2>Particle Wave System</h2>
<p><strong>Technique:</strong> BufferGeometry with Points for dynamic particle waves</p>
<p><strong>Learning:</strong> Creating a grid of particles using BufferGeometry position attributes, then animating them with sine/cosine wave functions for fluid motion. Performance optimized with attribute updates.</p>
<div class="web-source">
<strong>Web Source:</strong><br>
<a href="https://threejs.org/examples/#webgl_points_waves" target="_blank">Three.js Particle Waves Example</a><br>
<em>Applied: BufferGeometry with position attributes, Points/PointsMaterial setup, sine wave animation with needsUpdate flag for smooth 60fps performance with 10,000+ particles</em>
</div>
</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
// Scene setup
let camera, scene, renderer;
let particles;
let particleCount;
const SEPARATION = 100;
const AMPLITUDE = 100;
const WIDTH = 80;
const HEIGHT = 80;
// Animation variables
let count = 0;
init();
animate();
function init() {
// Camera setup
camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
1,
10000
);
camera.position.set(0, 300, 1000);
camera.lookAt(0, 0, 0);
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
scene.fog = new THREE.Fog(0x000000, 1, 10000);
// Renderer (WebGL)
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Create particle wave visualization
createParticleWave();
// Add ambient lighting for particles
const ambientLight = new THREE.AmbientLight(0x222222);
scene.add(ambientLight);
// Add directional light for depth
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
directionalLight.position.set(1, 1, 1);
scene.add(directionalLight);
// Handle resize
window.addEventListener('resize', onWindowResize);
}
function createParticleWave() {
// Calculate total particle count for grid
particleCount = WIDTH * HEIGHT;
// Create BufferGeometry for particles
// This is the key technique from the web source:
// Using BufferGeometry with position attributes for full control
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
const colors = new Float32Array(particleCount * 3);
// Initialize particle positions in a grid
let i = 0;
for (let ix = 0; ix < WIDTH; ix++) {
for (let iy = 0; iy < HEIGHT; iy++) {
// Position particles in a grid pattern
positions[i * 3] = ix * SEPARATION - ((WIDTH * SEPARATION) / 2);
positions[i * 3 + 1] = 0; // Y will be animated
positions[i * 3 + 2] = iy * SEPARATION - ((HEIGHT * SEPARATION) / 2);
// Create gradient colors from cyan to magenta
const hue = (ix / WIDTH) * 0.5 + 0.5; // 0.5 to 1.0 (cyan to magenta)
const color = new THREE.Color();
color.setHSL(hue, 1.0, 0.5);
colors[i * 3] = color.r;
colors[i * 3 + 1] = color.g;
colors[i * 3 + 2] = color.b;
i++;
}
}
// Set position attribute - this is the core of BufferGeometry particle control
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
// Create PointsMaterial for particle rendering
// Size controls particle visibility, vertexColors enables per-particle coloring
const material = new THREE.PointsMaterial({
size: 3,
vertexColors: true,
transparent: true,
opacity: 0.8,
sizeAttenuation: true,
blending: THREE.AdditiveBlending
});
// Create Points object - this combines geometry and material
particles = new THREE.Points(geometry, material);
scene.add(particles);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
// Animation logic using learned wave techniques
// This is the key learning: updating particle positions with sine/cosine waves
count += 0.1;
const positions = particles.geometry.attributes.position.array;
// Animate each particle with wave motion
let i = 0;
for (let ix = 0; ix < WIDTH; ix++) {
for (let iy = 0; iy < HEIGHT; iy++) {
// Apply sine wave formula from web research
// Multiple sine waves with different frequencies create complex motion
const wave1 = Math.sin((ix / WIDTH) * Math.PI * 4 + count);
const wave2 = Math.cos((iy / HEIGHT) * Math.PI * 4 + count);
const wave3 = Math.sin((ix / WIDTH + iy / HEIGHT) * Math.PI * 2 + count * 0.5);
// Combine multiple waves for rich, organic motion
positions[i * 3 + 1] = (wave1 + wave2 + wave3) * AMPLITUDE;
i++;
}
}
// CRITICAL: Mark position attribute as needing update
// This is the performance technique learned from research
particles.geometry.attributes.position.needsUpdate = true;
// Rotate entire particle system for dynamic viewing angle
particles.rotation.y = count * 0.02;
// Subtle camera movement for immersion
camera.position.x = Math.sin(count * 0.05) * 200;
camera.position.z = 1000 + Math.cos(count * 0.05) * 200;
camera.lookAt(0, 0, 0);
renderer.render(scene, camera);
}
</script>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js - Geometry Gallery</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
#info {
position: absolute;
top: 10px;
left: 10px;
color: white;
background: rgba(0, 0, 0, 0.7);
padding: 15px;
border-radius: 8px;
font-size: 14px;
max-width: 400px;
z-index: 100;
}
#info h2 {
margin: 0 0 10px 0;
font-size: 18px;
}
#info .web-source {
margin-top: 10px;
padding-top: 10px;
border-top: 1px solid rgba(255,255,255,0.3);
font-size: 12px;
opacity: 0.8;
}
</style>
</head>
<body>
<div id="info">
<h2>Geometry Gallery</h2>
<p><strong>Technique:</strong> Multiple advanced geometries with varied materials</p>
<p><strong>Learning:</strong> Learned about 6 different geometry types: TorusGeometry (donut ring), IcosahedronGeometry (20-sided polyhedron), OctahedronGeometry (8-sided polyhedron), TorusKnotGeometry (twisted tube), DodecahedronGeometry (12-sided polyhedron), and TetrahedronGeometry (4-sided polyhedron). Each geometry accepts different parameters for customization and can be combined in a scene using different materials and positions.</p>
<div class="web-source">
<strong>Web Source:</strong><br>
<a href="https://sbcode.net/threejs/geometries/" target="_blank" style="color: #4fc3f7;">sbcode.net/threejs/geometries/</a><br>
<em>Applied: Created a 3D gallery showcasing 6 distinct geometry types, each with unique materials (wireframe, standard, phong) and synchronized orbital animations. Demonstrates parameter customization and effective scene composition.</em>
</div>
</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Scene setup
let camera, scene, renderer, controls;
let geometries = [];
let time = 0;
init();
animate();
function init() {
// Camera setup
camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.set(0, 3, 12);
camera.lookAt(0, 0, 0);
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x0a0a1a);
scene.fog = new THREE.Fog(0x0a0a1a, 10, 25);
// Renderer (WebGL)
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Orbit controls for user interaction
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.minDistance = 5;
controls.maxDistance = 30;
// Create visualization using learned technique
createVisualization();
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambientLight);
const directionalLight1 = new THREE.DirectionalLight(0x4fc3f7, 0.8);
directionalLight1.position.set(5, 5, 5);
scene.add(directionalLight1);
const directionalLight2 = new THREE.DirectionalLight(0xf06292, 0.6);
directionalLight2.position.set(-5, 3, -5);
scene.add(directionalLight2);
const directionalLight3 = new THREE.DirectionalLight(0xffd54f, 0.5);
directionalLight3.position.set(0, -5, 0);
scene.add(directionalLight3);
// Handle resize
window.addEventListener('resize', onWindowResize);
}
function createVisualization() {
// Define geometry configurations with different types
// Arranged in two rows of 3 geometries each
const geometryConfigs = [
{
// TorusGeometry - donut ring shape
geometry: new THREE.TorusGeometry(1, 0.4, 16, 100),
material: new THREE.MeshStandardMaterial({
color: 0x4fc3f7,
metalness: 0.7,
roughness: 0.3,
emissive: 0x004466,
emissiveIntensity: 0.2
}),
position: [-4, 2, 0],
rotation: [0, 0, 0],
rotationSpeed: [0.3, 0.5, 0.1]
},
{
// IcosahedronGeometry - 20-sided polyhedron
geometry: new THREE.IcosahedronGeometry(1.2, 0),
material: new THREE.MeshPhongMaterial({
color: 0xf06292,
shininess: 100,
specular: 0xffffff,
flatShading: true
}),
position: [0, 2, 0],
rotation: [0, 0, 0],
rotationSpeed: [0.2, 0.4, 0.3]
},
{
// OctahedronGeometry - 8-sided polyhedron
geometry: new THREE.OctahedronGeometry(1.3, 1),
material: new THREE.MeshStandardMaterial({
color: 0xffd54f,
metalness: 0.5,
roughness: 0.4,
emissive: 0x664400,
emissiveIntensity: 0.15
}),
position: [4, 2, 0],
rotation: [0, 0, 0],
rotationSpeed: [0.4, 0.2, 0.5]
},
{
// TorusKnotGeometry - twisted tube shape
geometry: new THREE.TorusKnotGeometry(0.8, 0.3, 100, 16),
material: new THREE.MeshStandardMaterial({
color: 0x9575cd,
wireframe: false,
metalness: 0.8,
roughness: 0.2
}),
position: [-4, -2, 0],
rotation: [0, 0, 0],
rotationSpeed: [0.15, 0.35, 0.25]
},
{
// DodecahedronGeometry - 12-sided polyhedron
geometry: new THREE.DodecahedronGeometry(1.2, 0),
material: new THREE.MeshPhongMaterial({
color: 0x4db6ac,
shininess: 80,
flatShading: true,
wireframe: false
}),
position: [0, -2, 0],
rotation: [0, 0, 0],
rotationSpeed: [0.25, 0.15, 0.4]
},
{
// TetrahedronGeometry - 4-sided polyhedron
geometry: new THREE.TetrahedronGeometry(1.3, 1),
material: new THREE.MeshStandardMaterial({
color: 0xff8a65,
metalness: 0.6,
roughness: 0.3,
emissive: 0x442200,
emissiveIntensity: 0.25
}),
position: [4, -2, 0],
rotation: [0, 0, 0],
rotationSpeed: [0.35, 0.45, 0.2]
}
];
// Create meshes from configurations
geometryConfigs.forEach(config => {
const mesh = new THREE.Mesh(config.geometry, config.material);
mesh.position.set(...config.position);
mesh.rotation.set(...config.rotation);
// Store rotation speed for animation
mesh.userData.rotationSpeed = config.rotationSpeed;
// Add wireframe overlay for some geometries
if (config.position[1] === 2) {
const wireframe = new THREE.WireframeGeometry(config.geometry);
const line = new THREE.LineSegments(wireframe);
line.material.color.setHex(0xffffff);
line.material.opacity = 0.15;
line.material.transparent = true;
mesh.add(line);
}
scene.add(mesh);
geometries.push(mesh);
});
// Add subtle grid for spatial reference
const gridHelper = new THREE.GridHelper(20, 20, 0x444466, 0x222233);
gridHelper.position.y = -4;
scene.add(gridHelper);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
time += 0.01;
// Animate each geometry with its unique rotation speed
geometries.forEach((mesh, index) => {
const speeds = mesh.userData.rotationSpeed;
mesh.rotation.x += speeds[0] * 0.01;
mesh.rotation.y += speeds[1] * 0.01;
mesh.rotation.z += speeds[2] * 0.01;
// Add subtle floating motion
mesh.position.y += Math.sin(time * 2 + index) * 0.003;
});
// Update controls
controls.update();
renderer.render(scene, camera);
}
</script>
</body>
</html>