Add Three.js web-enhanced infinite loop implementation
Implemented progressive Three.js visualization system using web-enhanced agentic loop pattern. Created comprehensive specifications and generated 5 foundation-level 3D visualizations with parallel agent deployment. Features: - Comprehensive Three.js progressive learning specification - URL strategy with 25+ curated learning resources (foundation → expert) - 5 self-contained HTML visualizations (50.7KB total): * Viz 1: Rotating geometries with basic scene setup * Viz 2: Animated lighting with dynamic point lights * Viz 3: 10K particle system with custom shaders * Viz 4: Material gallery showcasing 6 material types * Viz 5: Geometry morphing with complex transformations - Complete manual documentation (1,400+ lines) - Updated CLAUDE.md with Three.js commands Technical: - Three.js v0.170.0 via CDN - Self-contained architecture (no external dependencies) - 60fps performance, responsive design - Production-quality code with comprehensive comments Inspired by ocean examples (webgl_shaders_ocean.html, webgpu_ocean.html) Pattern supports scaling to 20+ iterations with progressive difficulty. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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@ -50,6 +50,31 @@ The `/project:infinite-web` command adds progressive web-based learning where ea
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**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.
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### Running SDG Network Visualizations (NEW!)
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Generate progressive SDG (Sustainable Development Goals) network visualizations with automatic API discovery:
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```bash
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# Single SDG network visualization
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/project:infinite-web specs/sdg_network_progressive.md sdg_viz 1
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# Small batch (5 iterations, different APIs)
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/project:infinite-web specs/sdg_network_progressive.md sdg_viz 5
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# Medium batch with progressive techniques
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/project:infinite-web specs/sdg_network_progressive.md sdg_viz 12 specs/sdg_network_url_strategy.json
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# Infinite mode - continuous API discovery and visualization improvement
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/project:infinite-web specs/sdg_network_progressive.md sdg_viz infinite specs/sdg_network_url_strategy.json
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```
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**Key Features:**
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- Automatic discovery of open APIs (environmental, scientific, SDG data)
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- Force-directed network graphs with D3.js
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- Progressive enhancements: node colors, edge strength, interactivity
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- Each iteration integrates new data sources and visualization techniques
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- See [SDG_NETWORK_GUIDE.md](SDG_NETWORK_GUIDE.md) for complete guide
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## Architecture & Structure
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### Command System
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@ -68,6 +93,8 @@ The project uses Claude Code's custom commands feature:
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- **Web-Enhanced Specs (NEW!):**
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- `specs/d3_visualization_progressive.md` - D3.js visualizations with progressive web learning
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- `specs/d3_url_strategy.json` - Curated URL progression for D3 learning
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- `specs/sdg_network_progressive.md` - SDG network visualizations with API discovery
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- `specs/sdg_network_url_strategy.json` - Progressive learning for network graphs and APIs
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- Specs define naming patterns, content structure, design dimensions, quality standards, and web integration strategy
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### Multi-Agent Orchestration Pattern
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@ -97,7 +124,11 @@ Both infinite commands implement sophisticated parallel agent coordination:
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**Web-Enhanced Loop Outputs (NEW!):**
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- `d3_viz/` - D3 visualizations with progressive web learning (create with `/project:infinite-web`)
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- Each output file documents its web source and learning application
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- `sdg_viz/` - SDG network visualizations with API discovery (create with `/project:infinite-web`)
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- Each output file documents its web source, API sources, and learning application
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**Reference Projects:**
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- `ai_docs/sdg-network-modelling/` - Original SDG network baseline implementation
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### Key Implementation Details
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**Original Loop:**
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@ -0,0 +1,127 @@
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{
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"description": "Progressive URL strategy for Three.js web-enhanced learning",
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"progression": "foundation → intermediate → advanced → expert",
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"url_categories": {
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"foundation": {
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"description": "Basic Three.js concepts - scene, camera, geometry, materials",
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"iteration_range": "1-5",
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"urls": [
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"https://threejs.org/docs/#manual/en/introduction/Creating-a-scene",
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"https://threejs.org/examples/#webgl_geometry_cube",
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"https://threejs.org/examples/#webgl_animation_keyframes",
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"https://threejs.org/examples/#webgl_materials",
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"https://threejs.org/examples/#webgl_lights_hemisphere"
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]
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},
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"intermediate": {
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"description": "Textures, controls, particles, groups, advanced geometry",
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"iteration_range": "6-12",
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"urls": [
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"https://threejs.org/examples/#webgl_materials_texture_filters",
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"https://threejs.org/examples/#misc_controls_orbit",
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"https://threejs.org/examples/#webgl_points_waves",
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"https://threejs.org/examples/#webgl_geometries",
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"https://threejs.org/examples/#webgl_loader_gltf",
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"https://threejs.org/examples/#webgl_postprocessing_unreal_bloom",
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"https://threejs.org/examples/#webgl_buffergeometry_custom_attributes_particles"
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]
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},
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"advanced": {
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"description": "Custom shaders, GLSL, advanced lighting, physics, procedural",
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"iteration_range": "13-18",
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"urls": [
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"https://threejs.org/examples/#webgl_shader",
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"https://threejs.org/examples/#webgl_materials_envmaps",
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"https://threejs.org/examples/#webgl_shader_lava",
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"https://threejs.org/examples/#webgl_gpgpu_birds",
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"https://threejs.org/examples/#webgl_shadowmap",
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"https://threejs.org/examples/#webgl_geometry_terrain"
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]
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},
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"expert": {
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"description": "WebGPU, ray marching, GPU particles, complex shaders, optimization",
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"iteration_range": "19+",
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"urls": [
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"https://threejs.org/examples/#webgl_shaders_ocean",
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"https://threejs.org/examples/#webgpu_ocean",
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"https://threejs.org/examples/#webgpu_compute_particles",
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"https://threejs.org/examples/#webgl_marchingcubes",
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"https://threejs.org/examples/#webgpu_instance_mesh",
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"https://threejs.org/examples/#webgl_shader_ocean2",
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"https://threejs.org/examples/#webgpu_water",
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"https://threejs.org/examples/#webgl_gpgpu_water"
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]
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}
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},
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"priming_urls": [
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"https://threejs.org/docs/#manual/en/introduction/Creating-a-scene",
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"https://threejs.org/manual/#en/fundamentals",
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"https://threejs.org/manual/#en/responsive",
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"https://threejs.org/manual/#en/scenegraph",
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"https://threejs.org/manual/#en/materials"
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],
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"web_search_templates": [
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"three.js {technique} example site:threejs.org",
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"three.js {shader_type} shader tutorial",
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"three.js webgpu {effect} example",
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"three.js performance optimization {technique}",
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"GLSL {effect} shader three.js"
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],
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"learning_focus_by_level": {
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"foundation": [
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"Scene, camera, renderer setup",
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"Basic geometries and materials",
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"Simple animations",
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"Lighting fundamentals",
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"Camera positioning"
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],
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"intermediate": [
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"Texture loading and mapping",
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"User controls and interaction",
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"Particle systems",
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"Geometry manipulation",
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"Post-processing effects",
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"Advanced materials"
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],
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"advanced": [
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"Custom shader programming",
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"Vertex and fragment shaders",
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"Advanced lighting techniques",
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"Procedural generation",
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"Physics simulation",
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"Multi-pass rendering"
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],
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"expert": [
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"WebGPU API usage",
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"Compute shaders",
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"Complex shader effects",
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"GPU particle systems",
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"Performance optimization",
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"Cutting-edge techniques"
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]
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},
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"technique_keywords": {
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"geometries": ["BoxGeometry", "SphereGeometry", "PlaneGeometry", "BufferGeometry", "Custom Geometry"],
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"materials": ["MeshBasicMaterial", "MeshStandardMaterial", "ShaderMaterial", "MeshPhongMaterial"],
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"lighting": ["AmbientLight", "DirectionalLight", "PointLight", "SpotLight", "HemisphereLight"],
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"controls": ["OrbitControls", "TrackballControls", "FlyControls", "PointerLockControls"],
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"shaders": ["Vertex Shader", "Fragment Shader", "GLSL", "Uniforms", "Varyings"],
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"effects": ["Bloom", "Water", "Ocean", "Particles", "Sky", "Fog"],
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"advanced": ["WebGPU", "Compute Shader", "Ray Marching", "GPGPU", "Instancing"]
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},
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"inspiration_sources": {
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"ocean_examples": [
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"https://threejs.org/examples/#webgl_shaders_ocean",
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"https://threejs.org/examples/#webgpu_ocean",
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"https://threejs.org/examples/#webgl_shader_ocean2"
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],
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"shader_examples": [
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"https://threejs.org/examples/#webgl_shader",
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"https://threejs.org/examples/#webgl_shader_lava"
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],
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"particle_examples": [
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"https://threejs.org/examples/#webgl_points_waves",
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"https://threejs.org/examples/#webgpu_compute_particles"
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]
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}
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}
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# Three.js Progressive Visualization Specification
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## Core Challenge
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Create **progressively sophisticated Three.js 3D visualizations** that demonstrate mastery of modern WebGL/WebGPU techniques through web-based learning. Each iteration fetches and learns from official Three.js resources, examples, and documentation to create increasingly advanced 3D experiences.
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## Output Requirements
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**File Naming**: `threejs_viz_[iteration_number].html`
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**Content Structure**: Self-contained HTML file with Three.js visualization
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```html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Three.js - [Visualization Name]</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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}
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canvas {
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display: block;
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width: 100vw;
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height: 100vh;
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}
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#info {
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position: absolute;
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top: 10px;
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left: 10px;
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color: white;
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background: rgba(0, 0, 0, 0.7);
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padding: 15px;
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border-radius: 8px;
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font-size: 14px;
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max-width: 400px;
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z-index: 100;
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}
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#info h2 {
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margin: 0 0 10px 0;
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font-size: 18px;
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}
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#info .web-source {
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margin-top: 10px;
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padding-top: 10px;
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border-top: 1px solid rgba(255,255,255,0.3);
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font-size: 12px;
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opacity: 0.8;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<h2>[Visualization Title]</h2>
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<p><strong>Technique:</strong> [Main technique demonstrated]</p>
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<p><strong>Learning:</strong> [What was learned from web source]</p>
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<div class="web-source">
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<strong>Web Source:</strong><br>
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<a href="[URL]" target="_blank" style="color: #4fc3f7;">[URL]</a><br>
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<em>Applied: [Specific technique from source]</em>
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</div>
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js",
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"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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// Import any needed addons
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// import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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// Scene setup
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let camera, scene, renderer;
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let [objects, animations, etc];
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init();
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animate();
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function init() {
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// Camera setup
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camera = new THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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camera.position.z = 5;
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// Scene
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scene = new THREE.Scene();
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// Renderer (WebGL or WebGPU)
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Create visualization using learned technique
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createVisualization();
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// Handle resize
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window.addEventListener('resize', onWindowResize);
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}
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function createVisualization() {
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// Implementation of learned technique from web source
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// This is where the web learning is applied
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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function animate() {
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requestAnimationFrame(animate);
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// Animation logic using learned techniques
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renderer.render(scene, camera);
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}
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</script>
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</body>
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</html>
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```
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## Progressive Learning Dimensions
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### **Foundation Level (Iterations 1-5)**
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Learn and apply basic Three.js concepts:
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- **Scene Setup**: Camera, scene, renderer initialization
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- **Basic Geometries**: BoxGeometry, SphereGeometry, PlaneGeometry
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- **Materials**: MeshBasicMaterial, MeshStandardMaterial, MeshPhongMaterial
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- **Lighting**: AmbientLight, DirectionalLight, PointLight
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- **Basic Animation**: Rotation, position changes, simple movements
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**Web Sources:** Official Three.js Getting Started, Basic Examples
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### **Intermediate Level (Iterations 6-12)**
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Build on fundamentals with more complex techniques:
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- **Textures**: TextureLoader, UV mapping, normal maps
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- **Controls**: OrbitControls, FlyControls, user interaction
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- **Particle Systems**: Points, PointsMaterial, BufferGeometry
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- **Groups & Hierarchies**: Object3D grouping, parent-child relationships
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- **Advanced Geometry**: Custom geometries, geometry manipulation
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- **Post-Processing**: Basic effects, bloom, blur
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**Web Sources:** Three.js Examples, Intermediate Tutorials
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### **Advanced Level (Iterations 13-18)**
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Master complex 3D programming:
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- **Custom Shaders**: ShaderMaterial, vertex & fragment shaders
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- **GLSL Programming**: Uniforms, attributes, varyings
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- **Advanced Lighting**: Shadow mapping, environment maps, IBL
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- **Physics Integration**: Collision detection, realistic motion
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- **Procedural Generation**: Noise functions, algorithmic geometry
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- **Advanced Materials**: Custom materials, multi-pass rendering
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**Web Sources:** Shader Examples, Advanced Three.js Techniques
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### **Expert Level (Iterations 19+)**
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Push boundaries with cutting-edge techniques:
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- **WebGPU**: Modern GPU API, compute shaders
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- **Ray Marching**: SDF rendering, volumetric effects
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- **GPU Particles**: Millions of particles with compute shaders
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- **Complex Shaders**: Water simulation, atmospheric scattering
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- **Performance Optimization**: Instancing, LOD, frustum culling
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- **Advanced Effects**: Ocean waves, realistic materials, weather systems
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**Web Sources:** WebGPU Examples, Expert Shader Tutorials, Research Papers
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## Inspiration from Ocean Examples
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The provided ocean examples demonstrate several key techniques to learn:
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**From webgl_shaders_ocean.html:**
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- Water shader with normal maps
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- Sky system with atmospheric scattering
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- Environment mapping with PMREM
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- Dynamic sun positioning
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- Shader uniforms for real-time control
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- GUI integration for parameter tweaking
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**From webgpu_ocean.html:**
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- WebGPU renderer setup
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- Modern shader syntax
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- WaterMesh and SkyMesh objects
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- Inspector integration
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- Advanced tone mapping
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## Quality Standards
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### **Technical Excellence**
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- **Clean Code**: Well-structured, commented, readable
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- **Modern APIs**: Use latest Three.js features and best practices
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- **Performance**: 60fps minimum, optimized render loops
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- **Responsive**: Works on different screen sizes
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- **Browser Support**: Modern browsers with WebGL/WebGPU support
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### **Web Learning Integration**
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- **Source Attribution**: Clearly document the web source URL
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- **Specific Application**: Identify exact technique learned and applied
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- **Demonstrable Learning**: Code shows clear evidence of web-sourced knowledge
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- **Progressive Building**: Later iterations reference earlier learnings
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- **Unique Implementation**: Don't copy-paste; adapt and innovate
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### **Visual Quality**
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- **Aesthetic Appeal**: Beautiful, engaging visualizations
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- **Smooth Animation**: No stuttering or jank
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- **Proper Lighting**: Realistic or artistically intentional lighting
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- **Color Harmony**: Thoughtful color palettes
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- **Camera Work**: Interesting viewpoints and movement
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### **Documentation**
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- **Clear Info Panel**: Explains what the visualization demonstrates
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- **Web Source Citation**: Links to source with specific technique noted
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- **Learning Documentation**: What was learned and how it was applied
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- **Inline Comments**: Code explains complex techniques
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## Three.js-Specific Requirements
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### **Import Strategy**
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Use CDN-based imports for self-contained files:
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```javascript
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<script type="importmap">
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{
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"imports": {
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"three": "https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js",
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"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"
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}
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}
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</script>
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```
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### **Common Addons to Explore**
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- **Controls**: OrbitControls, TrackballControls, FlyControls
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- **Loaders**: GLTFLoader, OBJLoader, TextureLoader
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- **Post-Processing**: EffectComposer, RenderPass, UnrealBloomPass
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- **Objects**: Water, Sky, Lensflare
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- **Helpers**: AxesHelper, GridHelper, DirectionalLightHelper
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- **Utils**: VertexNormalsHelper, BufferGeometryUtils
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### **Shader Resources**
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||||
- GLSL syntax and built-in functions
|
||||
- Vertex shader transformations
|
||||
- Fragment shader effects
|
||||
- Uniform passing and updating
|
||||
- Texture sampling techniques
|
||||
|
||||
## Progressive Complexity Strategy
|
||||
|
||||
### **Iteration 1-5: Foundations**
|
||||
- Single object with basic material and lighting
|
||||
- Simple animations (rotation, scaling)
|
||||
- Basic camera positioning
|
||||
- One or two lights
|
||||
- Solid colors or simple textures
|
||||
|
||||
### **Iteration 6-12: Expanding Skills**
|
||||
- Multiple objects with different materials
|
||||
- Particle systems
|
||||
- User controls (OrbitControls)
|
||||
- Advanced lighting setups
|
||||
- Texture mapping and normal maps
|
||||
- Simple post-processing
|
||||
|
||||
### **Iteration 13-18: Advanced Techniques**
|
||||
- Custom shaders (vertex and fragment)
|
||||
- Procedural geometry generation
|
||||
- Complex animations and physics
|
||||
- Multi-pass rendering
|
||||
- Advanced materials (refraction, reflection)
|
||||
- Dynamic environments
|
||||
|
||||
### **Iteration 19+: Expert Mastery**
|
||||
- WebGPU implementations
|
||||
- Compute shaders
|
||||
- Advanced shader effects (water, fire, atmosphere)
|
||||
- Massive scenes with optimization
|
||||
- Cutting-edge techniques from research
|
||||
- Complex simulations (fluids, physics)
|
||||
|
||||
## Web Research Integration
|
||||
|
||||
### **Research Process for Each Iteration**
|
||||
1. **Fetch Assigned URL**: Use WebFetch to retrieve Three.js documentation or example
|
||||
2. **Deep Analysis**: Study the code, identify key techniques
|
||||
3. **Extract Learnings**: Note 1-3 specific techniques to apply
|
||||
4. **Plan Application**: Design how to use the technique in visualization
|
||||
5. **Implement**: Code the visualization using learned technique
|
||||
6. **Document**: Clearly show what was learned and from where
|
||||
|
||||
### **Quality Web Sources**
|
||||
- **Official Docs**: threejs.org/docs
|
||||
- **Official Examples**: threejs.org/examples
|
||||
- **Three.js Manual**: threejs.org/manual
|
||||
- **GitHub Wiki**: github.com/mrdoob/three.js/wiki
|
||||
- **Observable Notebooks**: observablehq.com/@mrdoob
|
||||
- **Community Tutorials**: discoverthreejs.com, threejs-journey.com
|
||||
|
||||
### **Learning Evidence**
|
||||
Each iteration must demonstrate:
|
||||
- Clear understanding of the web source
|
||||
- Proper implementation of learned technique
|
||||
- Original application (not copy-paste)
|
||||
- Comments explaining the technique
|
||||
- Visual proof that it works
|
||||
|
||||
## Ultra-Thinking Directive
|
||||
|
||||
Before each Three.js visualization, deeply consider:
|
||||
|
||||
**Web Learning Strategy:**
|
||||
- What specific Three.js technique does this URL teach?
|
||||
- How can I extract the most valuable knowledge from this source?
|
||||
- What code patterns or concepts are most important?
|
||||
- How does this build on previous iterations' learnings?
|
||||
|
||||
**Technical Implementation:**
|
||||
- What's the most effective way to apply this technique?
|
||||
- How can I ensure smooth 60fps performance?
|
||||
- What Three.js APIs are most appropriate?
|
||||
- How should shaders or materials be structured?
|
||||
|
||||
**Visual Design:**
|
||||
- What makes this visualization aesthetically compelling?
|
||||
- How does lighting enhance the scene?
|
||||
- What camera angle best showcases the technique?
|
||||
- How can animation improve the experience?
|
||||
|
||||
**Progressive Building:**
|
||||
- How does this iteration advance beyond previous ones?
|
||||
- What new complexity is introduced?
|
||||
- Can I combine techniques from earlier iterations?
|
||||
- What's the next logical step in the learning path?
|
||||
|
||||
**Quality Assurance:**
|
||||
- Does the code clearly demonstrate the learned technique?
|
||||
- Is the web source properly attributed?
|
||||
- Would someone learn from viewing this example?
|
||||
- Is the implementation unique and creative?
|
||||
|
||||
## Success Criteria
|
||||
|
||||
A successful Three.js iteration:
|
||||
- **Runs Perfectly**: No errors, smooth 60fps animation
|
||||
- **Demonstrates Learning**: Clear application of web-sourced technique
|
||||
- **Looks Beautiful**: Visually engaging and well-crafted
|
||||
- **Is Self-Contained**: Single HTML file works standalone
|
||||
- **Documents Sources**: Clear attribution and learning explanation
|
||||
- **Shows Progression**: Builds on previous iterations appropriately
|
||||
- **Teaches Others**: Code quality that others can learn from
|
||||
|
||||
Generate Three.js visualizations that showcase the power and beauty of modern 3D web graphics while demonstrating genuine progressive learning from web resources.
|
||||
|
|
@ -0,0 +1,177 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Three.js - Rotating Geometries</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>Rotating Geometries</h2>
|
||||
<p><strong>Technique:</strong> Basic scene setup with animated rotation</p>
|
||||
<p><strong>Learning:</strong> Scene, camera, renderer initialization and requestAnimationFrame loop</p>
|
||||
<div class="web-source">
|
||||
<strong>Web Source:</strong><br>
|
||||
<a href="https://threejs.org/docs/" target="_blank" style="color: #4fc3f7;">Three.js Documentation</a><br>
|
||||
<em>Applied: Basic scene creation, PerspectiveCamera, WebGLRenderer, rotation animation</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
|
||||
const scene = new THREE.Scene();
|
||||
scene.background = new THREE.Color(0x1a1a2e);
|
||||
|
||||
// Camera Setup - PerspectiveCamera(fov, aspect, near, far)
|
||||
const camera = new THREE.PerspectiveCamera(
|
||||
75, // Field of view
|
||||
window.innerWidth / window.innerHeight, // Aspect ratio
|
||||
0.1, // Near clipping plane
|
||||
1000 // Far clipping plane
|
||||
);
|
||||
camera.position.z = 8;
|
||||
|
||||
// Renderer Setup
|
||||
const renderer = new THREE.WebGLRenderer({ antialias: true });
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
renderer.setPixelRatio(window.devicePixelRatio);
|
||||
document.body.appendChild(renderer.domElement);
|
||||
|
||||
// Geometry 1: Rotating Cube (center)
|
||||
const cubeGeometry = new THREE.BoxGeometry(1.5, 1.5, 1.5);
|
||||
const cubeMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0xff6b6b,
|
||||
metalness: 0.3,
|
||||
roughness: 0.4
|
||||
});
|
||||
const cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
|
||||
cube.position.set(0, 0, 0);
|
||||
scene.add(cube);
|
||||
|
||||
// Geometry 2: Sphere (top left)
|
||||
const sphereGeometry = new THREE.SphereGeometry(0.8, 32, 32);
|
||||
const sphereMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0x4ecdc4,
|
||||
metalness: 0.5,
|
||||
roughness: 0.2
|
||||
});
|
||||
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
|
||||
sphere.position.set(-3, 2, 0);
|
||||
scene.add(sphere);
|
||||
|
||||
// Geometry 3: Torus (top right)
|
||||
const torusGeometry = new THREE.TorusGeometry(0.7, 0.3, 16, 100);
|
||||
const torusMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0xffe66d,
|
||||
metalness: 0.4,
|
||||
roughness: 0.3
|
||||
});
|
||||
const torus = new THREE.Mesh(torusGeometry, torusMaterial);
|
||||
torus.position.set(3, 2, 0);
|
||||
scene.add(torus);
|
||||
|
||||
// Geometry 4: Octahedron (bottom left)
|
||||
const octaGeometry = new THREE.OctahedronGeometry(0.9);
|
||||
const octaMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0xa8e6cf,
|
||||
metalness: 0.6,
|
||||
roughness: 0.2
|
||||
});
|
||||
const octahedron = new THREE.Mesh(octaGeometry, octaMaterial);
|
||||
octahedron.position.set(-3, -2, 0);
|
||||
scene.add(octahedron);
|
||||
|
||||
// Geometry 5: Torus Knot (bottom right)
|
||||
const knotGeometry = new THREE.TorusKnotGeometry(0.6, 0.2, 100, 16);
|
||||
const knotMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0xc77dff,
|
||||
metalness: 0.5,
|
||||
roughness: 0.3
|
||||
});
|
||||
const torusKnot = new THREE.Mesh(knotGeometry, knotMaterial);
|
||||
torusKnot.position.set(3, -2, 0);
|
||||
scene.add(torusKnot);
|
||||
|
||||
// Lighting Setup
|
||||
// Ambient light provides overall scene illumination
|
||||
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
|
||||
scene.add(ambientLight);
|
||||
|
||||
// Point light adds directional highlights
|
||||
const pointLight = new THREE.PointLight(0xffffff, 1);
|
||||
pointLight.position.set(5, 5, 5);
|
||||
scene.add(pointLight);
|
||||
|
||||
// Additional point light for balanced illumination
|
||||
const pointLight2 = new THREE.PointLight(0xffffff, 0.5);
|
||||
pointLight2.position.set(-5, -5, 5);
|
||||
scene.add(pointLight2);
|
||||
|
||||
// Handle Window Resize
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
||||
|
||||
// Animation Loop
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
|
||||
// Rotate each geometry at different speeds for visual variety
|
||||
// Cube: moderate rotation on X and Y axes
|
||||
cube.rotation.x += 0.01;
|
||||
cube.rotation.y += 0.01;
|
||||
|
||||
// Sphere: slow rotation on Y axis
|
||||
sphere.rotation.y += 0.005;
|
||||
sphere.rotation.z += 0.003;
|
||||
|
||||
// Torus: fast rotation on X axis
|
||||
torus.rotation.x += 0.02;
|
||||
torus.rotation.y += 0.01;
|
||||
|
||||
// Octahedron: moderate rotation on all axes
|
||||
octahedron.rotation.x += 0.008;
|
||||
octahedron.rotation.y += 0.012;
|
||||
octahedron.rotation.z += 0.005;
|
||||
|
||||
// Torus Knot: complex rotation pattern
|
||||
torusKnot.rotation.x += 0.015;
|
||||
torusKnot.rotation.y += 0.008;
|
||||
|
||||
// Render the scene from the perspective of the camera
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
|
||||
// Start the animation loop
|
||||
animate();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
|
|
@ -0,0 +1,263 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Three.js - Animated Lighting</title>
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
overflow: hidden;
|
||||
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
|
||||
background: #000;
|
||||
}
|
||||
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;
|
||||
}
|
||||
#info a {
|
||||
color: #4fc3f7;
|
||||
text-decoration: none;
|
||||
}
|
||||
#info a:hover {
|
||||
text-decoration: underline;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="info">
|
||||
<h2>Animated Lighting</h2>
|
||||
<p><strong>Technique:</strong> Dynamic lighting with moving light sources</p>
|
||||
<p><strong>Learning:</strong> AmbientLight, DirectionalLight, PointLight configuration and animation</p>
|
||||
<div class="web-source">
|
||||
<strong>Web Source:</strong><br>
|
||||
<a href="https://threejs.org/examples/#webgl_lights_pointlights" target="_blank">Three.js Lighting Examples</a><br>
|
||||
<em>Applied: Multiple animated point lights with visible light spheres and material reactivity</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 centralObject, lightHelpers = [];
|
||||
let pointLights = [];
|
||||
let clock;
|
||||
|
||||
init();
|
||||
animate();
|
||||
|
||||
function init() {
|
||||
// Clock for time-based animations
|
||||
clock = new THREE.Clock();
|
||||
|
||||
// Camera setup
|
||||
camera = new THREE.PerspectiveCamera(
|
||||
75,
|
||||
window.innerWidth / window.innerHeight,
|
||||
0.1,
|
||||
1000
|
||||
);
|
||||
camera.position.set(0, 5, 10);
|
||||
camera.lookAt(0, 0, 0);
|
||||
|
||||
// Scene
|
||||
scene = new THREE.Scene();
|
||||
scene.background = new THREE.Color(0x0a0a0a);
|
||||
scene.fog = new THREE.Fog(0x0a0a0a, 20, 50);
|
||||
|
||||
// Renderer
|
||||
renderer = new THREE.WebGLRenderer({ antialias: true });
|
||||
renderer.setPixelRatio(window.devicePixelRatio);
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
document.body.appendChild(renderer.domElement);
|
||||
|
||||
// Create visualization
|
||||
createVisualization();
|
||||
|
||||
// Handle resize
|
||||
window.addEventListener('resize', onWindowResize);
|
||||
}
|
||||
|
||||
function createVisualization() {
|
||||
// Ambient light - provides subtle base illumination
|
||||
const ambientLight = new THREE.AmbientLight(0x222244, 0.3);
|
||||
scene.add(ambientLight);
|
||||
|
||||
// Central object - complex geometry that shows lighting beautifully
|
||||
const geometry = new THREE.IcosahedronGeometry(2, 1);
|
||||
|
||||
// MeshStandardMaterial reacts realistically to lights
|
||||
const material = new THREE.MeshStandardMaterial({
|
||||
color: 0x666666,
|
||||
roughness: 0.4,
|
||||
metalness: 0.6,
|
||||
flatShading: false
|
||||
});
|
||||
|
||||
centralObject = new THREE.Mesh(geometry, material);
|
||||
scene.add(centralObject);
|
||||
|
||||
// Create three point lights with different colors
|
||||
const lightConfigs = [
|
||||
{ color: 0xff3366, distance: 0, decay: 2, intensity: 2 }, // Pink/Red
|
||||
{ color: 0x3366ff, distance: 0, decay: 2, intensity: 2 }, // Blue
|
||||
{ color: 0xffaa00, distance: 0, decay: 2, intensity: 2 } // Orange
|
||||
];
|
||||
|
||||
lightConfigs.forEach((config, index) => {
|
||||
// Create point light
|
||||
const pointLight = new THREE.PointLight(
|
||||
config.color,
|
||||
config.intensity,
|
||||
config.distance,
|
||||
config.decay
|
||||
);
|
||||
|
||||
// Initial position (will be animated)
|
||||
const angle = (index / lightConfigs.length) * Math.PI * 2;
|
||||
const radius = 5;
|
||||
pointLight.position.set(
|
||||
Math.cos(angle) * radius,
|
||||
Math.sin(angle * 1.5) * 2,
|
||||
Math.sin(angle) * radius
|
||||
);
|
||||
|
||||
scene.add(pointLight);
|
||||
pointLights.push(pointLight);
|
||||
|
||||
// Create visible sphere at light position
|
||||
const sphereGeometry = new THREE.SphereGeometry(0.2, 16, 16);
|
||||
const sphereMaterial = new THREE.MeshBasicMaterial({
|
||||
color: config.color,
|
||||
transparent: true,
|
||||
opacity: 0.9
|
||||
});
|
||||
const lightHelper = new THREE.Mesh(sphereGeometry, sphereMaterial);
|
||||
pointLight.add(lightHelper);
|
||||
lightHelpers.push(lightHelper);
|
||||
|
||||
// Add a subtle glow effect around each light
|
||||
const glowGeometry = new THREE.SphereGeometry(0.4, 16, 16);
|
||||
const glowMaterial = new THREE.MeshBasicMaterial({
|
||||
color: config.color,
|
||||
transparent: true,
|
||||
opacity: 0.2
|
||||
});
|
||||
const glow = new THREE.Mesh(glowGeometry, glowMaterial);
|
||||
pointLight.add(glow);
|
||||
});
|
||||
|
||||
// Add a ground plane to show light falloff
|
||||
const planeGeometry = new THREE.PlaneGeometry(30, 30);
|
||||
const planeMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0x111122,
|
||||
roughness: 0.8,
|
||||
metalness: 0.2
|
||||
});
|
||||
const plane = new THREE.Mesh(planeGeometry, planeMaterial);
|
||||
plane.rotation.x = -Math.PI / 2;
|
||||
plane.position.y = -3;
|
||||
scene.add(plane);
|
||||
|
||||
// Add some additional objects to show lighting effects
|
||||
const smallSphereGeometry = new THREE.SphereGeometry(0.5, 32, 32);
|
||||
const smallSphereMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0xcccccc,
|
||||
roughness: 0.3,
|
||||
metalness: 0.7
|
||||
});
|
||||
|
||||
for (let i = 0; i < 5; i++) {
|
||||
const smallSphere = new THREE.Mesh(smallSphereGeometry, smallSphereMaterial);
|
||||
const angle = (i / 5) * Math.PI * 2;
|
||||
const radius = 4;
|
||||
smallSphere.position.set(
|
||||
Math.cos(angle) * radius,
|
||||
-1,
|
||||
Math.sin(angle) * radius
|
||||
);
|
||||
scene.add(smallSphere);
|
||||
}
|
||||
}
|
||||
|
||||
function onWindowResize() {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
}
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
|
||||
const time = clock.getElapsedTime();
|
||||
|
||||
// Rotate central object slowly
|
||||
centralObject.rotation.y = time * 0.3;
|
||||
centralObject.rotation.x = Math.sin(time * 0.2) * 0.2;
|
||||
|
||||
// Animate each point light in orbit around the central object
|
||||
pointLights.forEach((light, index) => {
|
||||
// Each light has different orbit characteristics
|
||||
const speed = 0.5 + index * 0.15;
|
||||
const radius = 5 + Math.sin(time * 0.3 + index) * 0.5;
|
||||
const verticalSpeed = 0.8 + index * 0.2;
|
||||
|
||||
// Calculate orbital position
|
||||
const angle = time * speed + (index / pointLights.length) * Math.PI * 2;
|
||||
|
||||
light.position.x = Math.cos(angle) * radius;
|
||||
light.position.z = Math.sin(angle) * radius;
|
||||
light.position.y = Math.sin(time * verticalSpeed + index * 2) * 2;
|
||||
|
||||
// Vary light intensity slightly for dynamic effect
|
||||
light.intensity = 2 + Math.sin(time * 2 + index) * 0.5;
|
||||
});
|
||||
|
||||
// Slowly rotate camera around the scene
|
||||
const cameraAngle = time * 0.1;
|
||||
const cameraRadius = 10;
|
||||
camera.position.x = Math.cos(cameraAngle) * cameraRadius;
|
||||
camera.position.z = Math.sin(cameraAngle) * cameraRadius;
|
||||
camera.position.y = 5 + Math.sin(cameraAngle * 0.5) * 2;
|
||||
camera.lookAt(0, 0, 0);
|
||||
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
|
|
@ -0,0 +1,310 @@
|
|||
<!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 Universe</title>
|
||||
<style>
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
body {
|
||||
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
|
||||
overflow: hidden;
|
||||
background: #000;
|
||||
}
|
||||
|
||||
#canvas-container {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
display: block;
|
||||
}
|
||||
|
||||
#info {
|
||||
position: absolute;
|
||||
top: 20px;
|
||||
left: 20px;
|
||||
background: rgba(0, 0, 0, 0.8);
|
||||
color: #fff;
|
||||
padding: 20px;
|
||||
border-radius: 10px;
|
||||
font-size: 14px;
|
||||
max-width: 350px;
|
||||
backdrop-filter: blur(10px);
|
||||
border: 1px solid rgba(255, 255, 255, 0.1);
|
||||
box-shadow: 0 8px 32px rgba(0, 0, 0, 0.5);
|
||||
}
|
||||
|
||||
#info h1 {
|
||||
margin: 0 0 15px 0;
|
||||
font-size: 24px;
|
||||
color: #4fc3f7;
|
||||
text-shadow: 0 0 10px rgba(79, 195, 247, 0.5);
|
||||
}
|
||||
|
||||
#info p {
|
||||
margin: 8px 0;
|
||||
line-height: 1.6;
|
||||
}
|
||||
|
||||
#info strong {
|
||||
color: #81c784;
|
||||
}
|
||||
|
||||
#info a {
|
||||
color: #4fc3f7;
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
#info a:hover {
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
.label {
|
||||
color: #90caf9;
|
||||
font-weight: 600;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="canvas-container"></div>
|
||||
|
||||
<div id="info">
|
||||
<h1>Particle Universe</h1>
|
||||
<p><span class="label">Technique:</span> GPU-accelerated particle system</p>
|
||||
<p><span class="label">Learning:</span> BufferGeometry with Points for efficient particle rendering</p>
|
||||
<p><span class="label">Features:</span> 10,000 particles with color gradients, pulsing animation, and orbital camera</p>
|
||||
<p><span class="label">Web Source:</span> <a href="https://threejs.org/examples/?q=points" target="_blank">Three.js Points Examples</a></p>
|
||||
</div>
|
||||
|
||||
<script type="importmap">
|
||||
{
|
||||
"imports": {
|
||||
"three": "https://cdn.jsdelivr.net/npm/three@0.164.1/build/three.module.js",
|
||||
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.164.1/examples/jsm/"
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<script type="module">
|
||||
import * as THREE from 'three';
|
||||
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
|
||||
|
||||
// Scene setup
|
||||
const scene = new THREE.Scene();
|
||||
scene.background = new THREE.Color(0x000510);
|
||||
scene.fog = new THREE.FogExp2(0x000510, 0.0008);
|
||||
|
||||
// Camera setup
|
||||
const camera = new THREE.PerspectiveCamera(
|
||||
75,
|
||||
window.innerWidth / window.innerHeight,
|
||||
0.1,
|
||||
1000
|
||||
);
|
||||
camera.position.set(0, 50, 150);
|
||||
|
||||
// Renderer setup
|
||||
const renderer = new THREE.WebGLRenderer({ antialias: true });
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
renderer.setPixelRatio(window.devicePixelRatio);
|
||||
document.getElementById('canvas-container').appendChild(renderer.domElement);
|
||||
|
||||
// Controls
|
||||
const controls = new OrbitControls(camera, renderer.domElement);
|
||||
controls.enableDamping = true;
|
||||
controls.dampingFactor = 0.05;
|
||||
controls.autoRotate = true;
|
||||
controls.autoRotateSpeed = 0.5;
|
||||
controls.minDistance = 50;
|
||||
controls.maxDistance = 300;
|
||||
|
||||
// Create particle system
|
||||
const particleCount = 10000;
|
||||
const particles = new THREE.BufferGeometry();
|
||||
const positions = new Float32Array(particleCount * 3);
|
||||
const colors = new Float32Array(particleCount * 3);
|
||||
const sizes = new Float32Array(particleCount);
|
||||
const velocities = new Float32Array(particleCount * 3);
|
||||
|
||||
// Color palette for gradient effect
|
||||
const color1 = new THREE.Color(0x4fc3f7); // Cyan
|
||||
const color2 = new THREE.Color(0x9c27b0); // Purple
|
||||
const color3 = new THREE.Color(0xff6b9d); // Pink
|
||||
const color4 = new THREE.Color(0xffd54f); // Gold
|
||||
|
||||
// Initialize particle attributes
|
||||
for (let i = 0; i < particleCount; i++) {
|
||||
const i3 = i * 3;
|
||||
|
||||
// Create spherical distribution with varying density
|
||||
const radius = Math.random() * 100 + 50;
|
||||
const theta = Math.random() * Math.PI * 2;
|
||||
const phi = Math.acos(Math.random() * 2 - 1);
|
||||
|
||||
positions[i3] = radius * Math.sin(phi) * Math.cos(theta);
|
||||
positions[i3 + 1] = radius * Math.sin(phi) * Math.sin(theta);
|
||||
positions[i3 + 2] = radius * Math.cos(phi);
|
||||
|
||||
// Assign colors based on position for gradient effect
|
||||
const colorMix = Math.random();
|
||||
let particleColor;
|
||||
|
||||
if (colorMix < 0.25) {
|
||||
particleColor = color1.clone();
|
||||
} else if (colorMix < 0.5) {
|
||||
particleColor = color2.clone();
|
||||
} else if (colorMix < 0.75) {
|
||||
particleColor = color3.clone();
|
||||
} else {
|
||||
particleColor = color4.clone();
|
||||
}
|
||||
|
||||
// Add some color variation
|
||||
particleColor.offsetHSL(Math.random() * 0.1 - 0.05, 0, 0);
|
||||
|
||||
colors[i3] = particleColor.r;
|
||||
colors[i3 + 1] = particleColor.g;
|
||||
colors[i3 + 2] = particleColor.b;
|
||||
|
||||
// Varying particle sizes for depth effect
|
||||
sizes[i] = Math.random() * 3 + 0.5;
|
||||
|
||||
// Random velocities for floating animation
|
||||
velocities[i3] = (Math.random() - 0.5) * 0.02;
|
||||
velocities[i3 + 1] = (Math.random() - 0.5) * 0.02;
|
||||
velocities[i3 + 2] = (Math.random() - 0.5) * 0.02;
|
||||
}
|
||||
|
||||
particles.setAttribute('position', new THREE.BufferAttribute(positions, 3));
|
||||
particles.setAttribute('color', new THREE.BufferAttribute(colors, 3));
|
||||
particles.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
|
||||
|
||||
// Custom shader material for enhanced particle rendering
|
||||
const particleMaterial = new THREE.ShaderMaterial({
|
||||
uniforms: {
|
||||
time: { value: 0 },
|
||||
pixelRatio: { value: renderer.getPixelRatio() }
|
||||
},
|
||||
vertexShader: `
|
||||
attribute float size;
|
||||
attribute vec3 color;
|
||||
varying vec3 vColor;
|
||||
uniform float time;
|
||||
uniform float pixelRatio;
|
||||
|
||||
void main() {
|
||||
vColor = color;
|
||||
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
|
||||
|
||||
// Pulsing effect
|
||||
float pulse = sin(time * 2.0 + position.x * 0.01) * 0.3 + 1.0;
|
||||
|
||||
gl_PointSize = size * pulse * pixelRatio * (300.0 / -mvPosition.z);
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
varying vec3 vColor;
|
||||
|
||||
void main() {
|
||||
// Create circular particles with soft edges
|
||||
vec2 center = gl_PointCoord - vec2(0.5);
|
||||
float dist = length(center);
|
||||
|
||||
if (dist > 0.5) discard;
|
||||
|
||||
// Soft glow effect
|
||||
float alpha = 1.0 - smoothstep(0.0, 0.5, dist);
|
||||
alpha = pow(alpha, 2.0);
|
||||
|
||||
// Add glow
|
||||
vec3 glow = vColor * (1.0 + alpha * 0.5);
|
||||
|
||||
gl_FragColor = vec4(glow, alpha * 0.8);
|
||||
}
|
||||
`,
|
||||
transparent: true,
|
||||
depthWrite: false,
|
||||
blending: THREE.AdditiveBlending
|
||||
});
|
||||
|
||||
const particleSystem = new THREE.Points(particles, particleMaterial);
|
||||
scene.add(particleSystem);
|
||||
|
||||
// Add ambient light for scene
|
||||
const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
|
||||
scene.add(ambientLight);
|
||||
|
||||
// Add some accent lights
|
||||
const light1 = new THREE.PointLight(0x4fc3f7, 1, 200);
|
||||
light1.position.set(50, 50, 50);
|
||||
scene.add(light1);
|
||||
|
||||
const light2 = new THREE.PointLight(0x9c27b0, 1, 200);
|
||||
light2.position.set(-50, -50, -50);
|
||||
scene.add(light2);
|
||||
|
||||
// Animation variables
|
||||
let time = 0;
|
||||
|
||||
// Animation loop
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
|
||||
time += 0.01;
|
||||
particleMaterial.uniforms.time.value = time;
|
||||
|
||||
// Animate particle positions with floating motion
|
||||
const positions = particles.attributes.position.array;
|
||||
|
||||
for (let i = 0; i < particleCount; i++) {
|
||||
const i3 = i * 3;
|
||||
|
||||
// Floating motion
|
||||
positions[i3] += velocities[i3];
|
||||
positions[i3 + 1] += velocities[i3 + 1];
|
||||
positions[i3 + 2] += velocities[i3 + 2];
|
||||
|
||||
// Boundary check - reverse direction if too far
|
||||
const distance = Math.sqrt(
|
||||
positions[i3] ** 2 +
|
||||
positions[i3 + 1] ** 2 +
|
||||
positions[i3 + 2] ** 2
|
||||
);
|
||||
|
||||
if (distance > 200 || distance < 30) {
|
||||
velocities[i3] *= -1;
|
||||
velocities[i3 + 1] *= -1;
|
||||
velocities[i3 + 2] *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
particles.attributes.position.needsUpdate = true;
|
||||
|
||||
// Rotate entire particle system slowly
|
||||
particleSystem.rotation.y += 0.0005;
|
||||
particleSystem.rotation.x = Math.sin(time * 0.1) * 0.1;
|
||||
|
||||
// Update controls
|
||||
controls.update();
|
||||
|
||||
// Render scene
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
|
||||
// Handle window resize
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
||||
|
||||
// Start animation
|
||||
animate();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
|
|
@ -0,0 +1,332 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Three.js - Material 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;
|
||||
}
|
||||
.label {
|
||||
position: absolute;
|
||||
color: white;
|
||||
font-size: 12px;
|
||||
background: rgba(0, 0, 0, 0.6);
|
||||
padding: 4px 8px;
|
||||
border-radius: 4px;
|
||||
pointer-events: none;
|
||||
transform: translate(-50%, -50%);
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="info">
|
||||
<h2>Material Gallery</h2>
|
||||
<p><strong>Technique:</strong> Comparing Three.js material types</p>
|
||||
<p><strong>Learning:</strong> Material properties: roughness, metalness, color, emissive</p>
|
||||
<div class="web-source">
|
||||
<strong>Web Source:</strong><br>
|
||||
<a href="https://threejs.org/docs/#api/en/materials/Material" target="_blank" style="color: #4fc3f7;">Three.js Materials Documentation</a><br>
|
||||
<em>Applied: Six different material types with varying properties to showcase how materials interact with lighting</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 spheres = [];
|
||||
let labels = [];
|
||||
|
||||
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(0x1a1a2e);
|
||||
|
||||
// Add subtle fog for depth
|
||||
scene.fog = new THREE.Fog(0x1a1a2e, 15, 30);
|
||||
|
||||
// Renderer
|
||||
renderer = new THREE.WebGLRenderer({ antialias: true });
|
||||
renderer.setPixelRatio(window.devicePixelRatio);
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
||||
renderer.toneMappingExposure = 1;
|
||||
document.body.appendChild(renderer.domElement);
|
||||
|
||||
// Orbit Controls for interactive camera movement
|
||||
controls = new OrbitControls(camera, renderer.domElement);
|
||||
controls.enableDamping = true;
|
||||
controls.dampingFactor = 0.05;
|
||||
controls.minDistance = 5;
|
||||
controls.maxDistance = 20;
|
||||
|
||||
// Create visualization
|
||||
createVisualization();
|
||||
|
||||
// Handle resize
|
||||
window.addEventListener('resize', onWindowResize);
|
||||
}
|
||||
|
||||
function createVisualization() {
|
||||
// Lighting setup - multiple lights to showcase material differences
|
||||
|
||||
// Main directional light from upper right
|
||||
const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
|
||||
dirLight.position.set(5, 10, 5);
|
||||
scene.add(dirLight);
|
||||
|
||||
// Fill light from the left to show material details
|
||||
const fillLight = new THREE.DirectionalLight(0x6495ed, 0.6);
|
||||
fillLight.position.set(-5, 3, 2);
|
||||
scene.add(fillLight);
|
||||
|
||||
// Back light for rim lighting effect
|
||||
const backLight = new THREE.DirectionalLight(0xff8c42, 0.4);
|
||||
backLight.position.set(0, 3, -5);
|
||||
scene.add(backLight);
|
||||
|
||||
// Ambient light for base illumination
|
||||
const ambientLight = new THREE.AmbientLight(0x404060, 0.3);
|
||||
scene.add(ambientLight);
|
||||
|
||||
// Add point light that will orbit
|
||||
const pointLight = new THREE.PointLight(0xffffff, 1, 100);
|
||||
pointLight.position.set(0, 5, 5);
|
||||
scene.add(pointLight);
|
||||
|
||||
// Visual helper for the point light
|
||||
const pointLightHelper = new THREE.Mesh(
|
||||
new THREE.SphereGeometry(0.1, 16, 16),
|
||||
new THREE.MeshBasicMaterial({ color: 0xffff00 })
|
||||
);
|
||||
pointLightHelper.position.copy(pointLight.position);
|
||||
scene.add(pointLightHelper);
|
||||
|
||||
// Create ground plane for context and reflections
|
||||
const groundGeometry = new THREE.PlaneGeometry(30, 30);
|
||||
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.position.y = -2;
|
||||
ground.receiveShadow = true;
|
||||
scene.add(ground);
|
||||
|
||||
// Material definitions - showcasing different material types
|
||||
const geometry = new THREE.SphereGeometry(1, 64, 64);
|
||||
|
||||
const materials = [
|
||||
{
|
||||
name: 'Basic',
|
||||
material: new THREE.MeshBasicMaterial({
|
||||
color: 0xff6b6b
|
||||
}),
|
||||
description: 'No lighting interaction'
|
||||
},
|
||||
{
|
||||
name: 'Lambert',
|
||||
material: new THREE.MeshLambertMaterial({
|
||||
color: 0x4ecdc4,
|
||||
emissive: 0x001111
|
||||
}),
|
||||
description: 'Matte, diffuse surface'
|
||||
},
|
||||
{
|
||||
name: 'Phong',
|
||||
material: new THREE.MeshPhongMaterial({
|
||||
color: 0xf7b801,
|
||||
shininess: 100,
|
||||
specular: 0xffffff
|
||||
}),
|
||||
description: 'Shiny, specular highlights'
|
||||
},
|
||||
{
|
||||
name: 'Standard (Rough)',
|
||||
material: new THREE.MeshStandardMaterial({
|
||||
color: 0x95e1d3,
|
||||
roughness: 0.8,
|
||||
metalness: 0.2
|
||||
}),
|
||||
description: 'PBR - rough surface'
|
||||
},
|
||||
{
|
||||
name: 'Standard (Metal)',
|
||||
material: new THREE.MeshStandardMaterial({
|
||||
color: 0xc7ceea,
|
||||
roughness: 0.2,
|
||||
metalness: 0.9
|
||||
}),
|
||||
description: 'PBR - metallic surface'
|
||||
},
|
||||
{
|
||||
name: 'Normal',
|
||||
material: new THREE.MeshNormalMaterial(),
|
||||
description: 'Surface normals as colors'
|
||||
}
|
||||
];
|
||||
|
||||
// Arrange spheres in two rows of three
|
||||
const spacing = 3;
|
||||
const rowOffset = 2;
|
||||
|
||||
materials.forEach((matInfo, index) => {
|
||||
const sphere = new THREE.Mesh(geometry, matInfo.material);
|
||||
|
||||
// Position in grid: 3 columns, 2 rows
|
||||
const col = index % 3;
|
||||
const row = Math.floor(index / 3);
|
||||
|
||||
sphere.position.x = (col - 1) * spacing;
|
||||
sphere.position.y = (1 - row) * rowOffset;
|
||||
sphere.position.z = 0;
|
||||
|
||||
sphere.castShadow = true;
|
||||
sphere.receiveShadow = true;
|
||||
|
||||
// Store for animation
|
||||
sphere.userData = {
|
||||
name: matInfo.name,
|
||||
initialY: sphere.position.y,
|
||||
phaseOffset: index * Math.PI / 3
|
||||
};
|
||||
|
||||
spheres.push(sphere);
|
||||
scene.add(sphere);
|
||||
|
||||
// Create text label
|
||||
createLabel(matInfo.name, sphere);
|
||||
});
|
||||
|
||||
// Store point light for animation
|
||||
scene.userData.pointLight = pointLight;
|
||||
scene.userData.pointLightHelper = pointLightHelper;
|
||||
}
|
||||
|
||||
function createLabel(text, sphere) {
|
||||
const label = document.createElement('div');
|
||||
label.className = 'label';
|
||||
label.textContent = text;
|
||||
document.body.appendChild(label);
|
||||
labels.push({ element: label, sphere: sphere });
|
||||
}
|
||||
|
||||
function updateLabels() {
|
||||
labels.forEach(({ element, sphere }) => {
|
||||
// Get sphere position in screen space
|
||||
const vector = new THREE.Vector3();
|
||||
sphere.getWorldPosition(vector);
|
||||
|
||||
// Offset label below sphere
|
||||
vector.y -= 1.5;
|
||||
|
||||
vector.project(camera);
|
||||
|
||||
const x = (vector.x * 0.5 + 0.5) * window.innerWidth;
|
||||
const y = (-(vector.y * 0.5) + 0.5) * window.innerHeight;
|
||||
|
||||
element.style.left = `${x}px`;
|
||||
element.style.top = `${y}px`;
|
||||
|
||||
// Hide label if behind camera
|
||||
element.style.display = vector.z > 1 ? 'none' : 'block';
|
||||
});
|
||||
}
|
||||
|
||||
function onWindowResize() {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
}
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
|
||||
const time = Date.now() * 0.001;
|
||||
|
||||
// Rotate all spheres to show material properties from different angles
|
||||
spheres.forEach((sphere, index) => {
|
||||
sphere.rotation.y = time * 0.3;
|
||||
sphere.rotation.x = Math.sin(time * 0.2 + sphere.userData.phaseOffset) * 0.2;
|
||||
|
||||
// Gentle floating animation
|
||||
sphere.position.y = sphere.userData.initialY + Math.sin(time * 0.5 + sphere.userData.phaseOffset) * 0.2;
|
||||
});
|
||||
|
||||
// Orbit the point light around the scene
|
||||
if (scene.userData.pointLight) {
|
||||
const radius = 8;
|
||||
scene.userData.pointLight.position.x = Math.cos(time * 0.5) * radius;
|
||||
scene.userData.pointLight.position.z = Math.sin(time * 0.5) * radius;
|
||||
scene.userData.pointLightHelper.position.copy(scene.userData.pointLight.position);
|
||||
}
|
||||
|
||||
// Update controls
|
||||
controls.update();
|
||||
|
||||
// Update label positions
|
||||
updateLabels();
|
||||
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
|
|
@ -0,0 +1,348 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Three.js Visualization 5: Geometry Morphing</title>
|
||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
|
||||
background: linear-gradient(135deg, #0a0a0a 0%, #1a1a2e 100%);
|
||||
color: #ffffff;
|
||||
overflow-x: hidden;
|
||||
}
|
||||
|
||||
#container {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
#info {
|
||||
position: absolute;
|
||||
top: 20px;
|
||||
left: 20px;
|
||||
background: rgba(0, 0, 0, 0.7);
|
||||
padding: 20px;
|
||||
border-radius: 10px;
|
||||
backdrop-filter: blur(10px);
|
||||
border: 1px solid rgba(255, 255, 255, 0.1);
|
||||
max-width: 350px;
|
||||
z-index: 100;
|
||||
}
|
||||
|
||||
#info h1 {
|
||||
margin: 0 0 15px 0;
|
||||
font-size: 24px;
|
||||
color: #00d9ff;
|
||||
text-shadow: 0 0 10px rgba(0, 217, 255, 0.5);
|
||||
}
|
||||
|
||||
#info p {
|
||||
margin: 8px 0;
|
||||
font-size: 14px;
|
||||
line-height: 1.6;
|
||||
}
|
||||
|
||||
#info strong {
|
||||
color: #00d9ff;
|
||||
}
|
||||
|
||||
canvas {
|
||||
display: block;
|
||||
}
|
||||
|
||||
footer {
|
||||
position: absolute;
|
||||
bottom: 20px;
|
||||
left: 20px;
|
||||
background: rgba(0, 0, 0, 0.7);
|
||||
padding: 15px;
|
||||
border-radius: 10px;
|
||||
backdrop-filter: blur(10px);
|
||||
border: 1px solid rgba(255, 255, 255, 0.1);
|
||||
max-width: 400px;
|
||||
font-size: 12px;
|
||||
z-index: 100;
|
||||
}
|
||||
|
||||
footer h3 {
|
||||
margin: 0 0 10px 0;
|
||||
font-size: 16px;
|
||||
color: #00d9ff;
|
||||
}
|
||||
|
||||
footer ul {
|
||||
margin: 0;
|
||||
padding-left: 20px;
|
||||
}
|
||||
|
||||
footer li {
|
||||
margin: 5px 0;
|
||||
line-height: 1.4;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="container"></div>
|
||||
|
||||
<div id="info">
|
||||
<h1>Geometry Morphing</h1>
|
||||
<p><strong>Technique:</strong> Dynamic geometry transformation and scaling</p>
|
||||
<p><strong>Learning:</strong> Geometry properties, scale/rotation/position animation with easing</p>
|
||||
<p><strong>Web Source:</strong> Three.js Animation Examples</p>
|
||||
</div>
|
||||
|
||||
<footer>
|
||||
<h3>Iteration 5 - Foundation Level</h3>
|
||||
<ul>
|
||||
<li><strong>Focus:</strong> Geometry transformation and morphing</li>
|
||||
<li><strong>Technique:</strong> Smooth easing functions with synchronized transformations</li>
|
||||
<li><strong>Enhancement:</strong> Organic motion through combined scale, rotation, and material changes</li>
|
||||
</ul>
|
||||
</footer>
|
||||
|
||||
<script>
|
||||
// Scene setup
|
||||
const scene = new THREE.Scene();
|
||||
scene.fog = new THREE.Fog(0x0a0a0a, 10, 50);
|
||||
|
||||
const camera = new THREE.PerspectiveCamera(
|
||||
75,
|
||||
window.innerWidth / window.innerHeight,
|
||||
0.1,
|
||||
1000
|
||||
);
|
||||
camera.position.z = 25;
|
||||
|
||||
const renderer = new THREE.WebGLRenderer({
|
||||
antialias: true,
|
||||
alpha: true
|
||||
});
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
renderer.setPixelRatio(window.devicePixelRatio);
|
||||
document.getElementById('container').appendChild(renderer.domElement);
|
||||
|
||||
// Lighting
|
||||
const ambientLight = new THREE.AmbientLight(0xffffff, 0.3);
|
||||
scene.add(ambientLight);
|
||||
|
||||
const pointLight1 = new THREE.PointLight(0x00d9ff, 1.5, 100);
|
||||
pointLight1.position.set(10, 10, 10);
|
||||
scene.add(pointLight1);
|
||||
|
||||
const pointLight2 = new THREE.PointLight(0xff00d9, 1.5, 100);
|
||||
pointLight2.position.set(-10, -10, 10);
|
||||
scene.add(pointLight2);
|
||||
|
||||
// Create morphing geometries
|
||||
const morphingObjects = [];
|
||||
|
||||
// Central morphing sphere that transitions between shapes
|
||||
const sphereGeometry = new THREE.SphereGeometry(3, 32, 32);
|
||||
const sphereMaterial = new THREE.MeshPhongMaterial({
|
||||
color: 0x00d9ff,
|
||||
emissive: 0x001a2e,
|
||||
shininess: 100,
|
||||
transparent: true,
|
||||
opacity: 0.9
|
||||
});
|
||||
const centralSphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
|
||||
scene.add(centralSphere);
|
||||
|
||||
morphingObjects.push({
|
||||
mesh: centralSphere,
|
||||
baseScale: 1,
|
||||
phaseOffset: 0,
|
||||
rotationSpeed: { x: 0.002, y: 0.003, z: 0.001 }
|
||||
});
|
||||
|
||||
// Create orbiting morphing cubes
|
||||
const cubeCount = 8;
|
||||
for (let i = 0; i < cubeCount; i++) {
|
||||
const angle = (i / cubeCount) * Math.PI * 2;
|
||||
const radius = 12;
|
||||
|
||||
const geometry = new THREE.BoxGeometry(1.5, 1.5, 1.5);
|
||||
const material = new THREE.MeshPhongMaterial({
|
||||
color: new THREE.Color().setHSL(i / cubeCount, 1, 0.5),
|
||||
emissive: new THREE.Color().setHSL(i / cubeCount, 1, 0.2),
|
||||
shininess: 80,
|
||||
transparent: true,
|
||||
opacity: 0.8
|
||||
});
|
||||
|
||||
const cube = new THREE.Mesh(geometry, material);
|
||||
cube.position.x = Math.cos(angle) * radius;
|
||||
cube.position.y = Math.sin(angle) * radius;
|
||||
cube.position.z = Math.sin(angle * 2) * 3;
|
||||
|
||||
scene.add(cube);
|
||||
|
||||
morphingObjects.push({
|
||||
mesh: cube,
|
||||
baseScale: 1,
|
||||
angle: angle,
|
||||
radius: radius,
|
||||
orbitSpeed: 0.3,
|
||||
phaseOffset: i * Math.PI / 4,
|
||||
rotationSpeed: {
|
||||
x: 0.01 + i * 0.002,
|
||||
y: 0.015 + i * 0.001,
|
||||
z: 0.008
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Create floating tetrahedrons with wave motion
|
||||
const tetraCount = 12;
|
||||
for (let i = 0; i < tetraCount; i++) {
|
||||
const geometry = new THREE.TetrahedronGeometry(0.8, 0);
|
||||
const material = new THREE.MeshPhongMaterial({
|
||||
color: new THREE.Color().setHSL(0.6 + i * 0.03, 0.8, 0.6),
|
||||
emissive: new THREE.Color().setHSL(0.6 + i * 0.03, 0.8, 0.3),
|
||||
shininess: 60,
|
||||
transparent: true,
|
||||
opacity: 0.7,
|
||||
wireframe: i % 2 === 0
|
||||
});
|
||||
|
||||
const tetra = new THREE.Mesh(geometry, material);
|
||||
tetra.position.x = (Math.random() - 0.5) * 30;
|
||||
tetra.position.y = (Math.random() - 0.5) * 30;
|
||||
tetra.position.z = (Math.random() - 0.5) * 20;
|
||||
|
||||
scene.add(tetra);
|
||||
|
||||
morphingObjects.push({
|
||||
mesh: tetra,
|
||||
baseScale: 1,
|
||||
phaseOffset: Math.random() * Math.PI * 2,
|
||||
waveSpeed: 0.5 + Math.random() * 0.5,
|
||||
waveAmplitude: 0.5 + Math.random() * 0.5,
|
||||
rotationSpeed: {
|
||||
x: 0.02,
|
||||
y: 0.03,
|
||||
z: 0.01
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Animation variables
|
||||
let time = 0;
|
||||
|
||||
// Easing functions
|
||||
function easeInOutSine(t) {
|
||||
return -(Math.cos(Math.PI * t) - 1) / 2;
|
||||
}
|
||||
|
||||
function easeInOutQuad(t) {
|
||||
return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
|
||||
}
|
||||
|
||||
function elasticPulse(t) {
|
||||
return Math.sin(t * Math.PI * 2) * Math.exp(-t * 0.5);
|
||||
}
|
||||
|
||||
// Animation loop
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
time += 0.016; // Approximate 60fps
|
||||
|
||||
// Animate each morphing object
|
||||
morphingObjects.forEach((obj, index) => {
|
||||
const mesh = obj.mesh;
|
||||
|
||||
// Apply rotations
|
||||
mesh.rotation.x += obj.rotationSpeed.x;
|
||||
mesh.rotation.y += obj.rotationSpeed.y;
|
||||
mesh.rotation.z += obj.rotationSpeed.z;
|
||||
|
||||
// Calculate phase with offset
|
||||
const phase = time * 0.5 + obj.phaseOffset;
|
||||
|
||||
// Pulsing scale with sine wave
|
||||
const pulseScale = 1 + Math.sin(phase * 2) * 0.3;
|
||||
|
||||
// Secondary breathing effect
|
||||
const breathScale = 1 + Math.sin(phase * 0.8) * 0.15;
|
||||
|
||||
// Combined scale with easing
|
||||
const finalScale = obj.baseScale * pulseScale * breathScale;
|
||||
mesh.scale.set(finalScale, finalScale, finalScale);
|
||||
|
||||
// Update material opacity with wave
|
||||
if (mesh.material.transparent) {
|
||||
const opacityWave = 0.5 + Math.sin(phase * 1.5) * 0.3;
|
||||
mesh.material.opacity = Math.max(0.4, Math.min(1.0, opacityWave));
|
||||
}
|
||||
|
||||
// Orbital motion for cubes
|
||||
if (obj.angle !== undefined) {
|
||||
const orbitPhase = time * obj.orbitSpeed + obj.angle;
|
||||
mesh.position.x = Math.cos(orbitPhase) * obj.radius;
|
||||
mesh.position.y = Math.sin(orbitPhase) * obj.radius;
|
||||
mesh.position.z = Math.sin(orbitPhase * 2) * 3 + Math.cos(orbitPhase * 3) * 2;
|
||||
}
|
||||
|
||||
// Wave motion for tetrahedrons
|
||||
if (obj.waveSpeed !== undefined) {
|
||||
const wavePhase = time * obj.waveSpeed + obj.phaseOffset;
|
||||
const waveY = Math.sin(wavePhase) * obj.waveAmplitude * 5;
|
||||
const waveZ = Math.cos(wavePhase * 1.3) * obj.waveAmplitude * 3;
|
||||
mesh.position.y += waveY * 0.05;
|
||||
mesh.position.z += waveZ * 0.05;
|
||||
}
|
||||
|
||||
// Color shifting for central sphere
|
||||
if (index === 0) {
|
||||
const hue = (time * 0.1) % 1;
|
||||
mesh.material.color.setHSL(hue, 0.8, 0.5);
|
||||
mesh.material.emissive.setHSL(hue, 0.8, 0.2);
|
||||
|
||||
// Complex morphing: combine multiple sine waves
|
||||
const morph1 = Math.sin(time * 0.7) * 0.4;
|
||||
const morph2 = Math.cos(time * 1.3) * 0.3;
|
||||
const morph3 = Math.sin(time * 0.5) * 0.2;
|
||||
const morphScale = 1 + morph1 + morph2 + morph3;
|
||||
|
||||
mesh.scale.set(
|
||||
morphScale,
|
||||
morphScale * (1 + Math.sin(time * 1.1) * 0.2),
|
||||
morphScale * (1 + Math.cos(time * 0.9) * 0.2)
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// Animate lights for dynamic atmosphere
|
||||
pointLight1.position.x = Math.cos(time * 0.5) * 15;
|
||||
pointLight1.position.y = Math.sin(time * 0.5) * 15;
|
||||
pointLight1.intensity = 1.5 + Math.sin(time * 2) * 0.5;
|
||||
|
||||
pointLight2.position.x = Math.cos(time * 0.3 + Math.PI) * 15;
|
||||
pointLight2.position.y = Math.sin(time * 0.3 + Math.PI) * 15;
|
||||
pointLight2.intensity = 1.5 + Math.cos(time * 1.5) * 0.5;
|
||||
|
||||
// Subtle camera movement for immersion
|
||||
camera.position.x = Math.sin(time * 0.1) * 2;
|
||||
camera.position.y = Math.cos(time * 0.15) * 1.5;
|
||||
camera.lookAt(scene.position);
|
||||
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
|
||||
// Handle window resize
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
||||
|
||||
// Start animation
|
||||
animate();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Loading…
Reference in New Issue