import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; const spiralHeight = 2; let spiralMaterial = new THREE.MeshPhongMaterial({color: 0xffffff}); // calculating segment geometry let pointsOfCurve = []; const number = 100; for (let i = 0; i <= number; i ++) { let p = i / number; let x = Math.cos(p * 2 * Math.PI); let y = p * spiralHeight; let z = Math.sin(p * 2 * Math.PI); pointsOfCurve.push(new THREE.Vector3(x, y, z)); } let curve = new THREE.CatmullRomCurve3(pointsOfCurve); let curveGeometry = new THREE.TubeGeometry(curve, 400, 0.1, 400, false); class SpiralSegment { constructor(number) { this.number = number; let color = (Math.floor(Math.random() * 16777215)).toString(16); console.log(color +`Y: ${number * spiralHeight}`); this.segment = new THREE.Mesh(curveGeometry, new THREE.MeshPhongMaterial({color: `#${color}`})); this.segment.position.y += number * spiralHeight; scene.add(this.segment); } } const scene = new THREE.Scene(); var canvas = document.querySelector('#canvas'); const renderer = new THREE.WebGLRenderer({ antialias: true, canvas }); document.body.appendChild( renderer.domElement ); const camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientHeight, 0.1, 1000); camera.position.z = 5; const controls = new OrbitControls( camera, renderer.domElement ); controls.update(); // setting light const pointLight = new THREE.PointLight( 0xffffff, 1); pointLight.position.set( 0, 0, 1 ); const ambientLight = new THREE.AmbientLight(0xffffff, 10); scene.add(pointLight); scene.add(ambientLight); let segments = [] for (let i = -10; i < 10; i ++) { segments.push(new SpiralSegment(i)); } //main loop function animate() { if (resizeRendererToDisplaySize(renderer)) { const canvas = renderer.domElement; camera.aspect = canvas.clientWidth / canvas.clientHeight; camera.updateProjectionMatrix(); } controls.update(); renderer.render(scene, camera); requestAnimationFrame(animate); } function resizeRendererToDisplaySize(renderer) { const canvas = renderer.domElement; const width = canvas.clientWidth; const height = canvas.clientHeight; const needResize = canvas.width !== width || canvas.height !== height; if (needResize) renderer.setSize(width, height, false); return needResize; } animate();