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