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k.html
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<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>three.js</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="../js/three.js"></script>
<script src="../js/helpers.js"></script>
<script>
/*
hexes
*/
var debugging = false;
//
// FIND OUR ORIGIN
var bounds = 100; // pixels from the edge of the window
var half_window_w = window.innerWidth / 2;
var half_window_h = window.innerHeight / 2;
var origin = new THREE.Vector3(
getRandomPoint( bounds, half_window_w ),
getRandomPoint( bounds, half_window_h ),
0
);
if (debugging) {
console.log( "WINDOW: " + half_window_w + "x" + half_window_h );
console.log( "BOUNDS: " + bounds );
console.log( "ORIGIN: " + origin.x.toString() + "x" + origin.y.toString() );
}
// okay that wasn't so bad
//
// COLORS
var colors = [
'#2F4B26',
'#3E885B',
'#85BDA6',
'#BEDCFE',
'#C0D7BB'
];
var scene = new THREE.Scene();
scene.background = new THREE.Color( 'white' );
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
1,
500
);
camera.position.set( 0, 0, 500 );
camera.lookAt( new THREE.Vector3() );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var num_shapes = getRandomInt( bounds, bounds * 10 );
//num_shapes = 5;
if (debugging) { console.log( num_shapes + " shapes" ); }
for (var l = 0; l < num_shapes; l++) {
if (debugging) { console.log("@" + l.toString()); }
// pick a random color
var random_color = colors[Math.floor(Math.random() * colors.length)];
if (debugging) { console.log(random_color); }
// pick a random starting place
var random_point = new THREE.Vector3(
getRandomPoint( 0, half_window_w - bounds ),
getRandomPoint( 0, half_window_h - bounds ),
0
);
if (debugging) {
console.log(
random_point.x.toString() + "x" + random_point.y.toString()
);
}
var random_size = getRandomInt( 10, 100 );
//
// calculate a random depth (or elevation) for this shape
var depth = getRandomInt(0, 100);
// calculate a transparency based on that
var transparency = 0;
if (depth < 25) {
transparency = getRandomInt(75, 100) / 100;
} else if (depth < 50) {
transparency = getRandomInt(50, 75) / 100;
} else if (depth < 75) {
transparency = getRandomInt(25, 50) / 100;
} else {
transparency = getRandomInt(0, 25) / 100;
}
if (debugging) {
console.log("DEPTH (z) " + depth.toString());
console.log("TRANSPARENCY " + transparency.toString());
}
/*
totally (more or less) copied this from
https://codepen.io/jamaak/pen/KqOzom
*/
var points = [];
points.push( new THREE.Vector3(
random_point.x,
random_point.y + random_size
) );
points.push( new THREE.Vector3(
random_point.x + random_size * 0.866,
random_point.y + random_size * 0.5
) );
points.push( new THREE.Vector3(
random_point.x + random_size * 0.866,
random_point.y - random_size * 0.5
) );
points.push( new THREE.Vector3(
random_point.x,
random_point.y - random_size
) );
points.push( new THREE.Vector3(
random_point.x - random_size * 0.866,
random_point.y - random_size * 0.5
) );
points.push( new THREE.Vector3(
random_point.x - random_size * 0.866,
random_point.y + random_size * 0.5
) );
var hex = new THREE.Shape( points );
var geometry = new THREE.ShapeGeometry( hex );
var material = new THREE.LineBasicMaterial( {
color: random_color,
transparent: true,
opacity: transparency
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.z = depth;
scene.add( mesh );
}
renderer.render( scene, camera );
function getRandomPoint(lower, upper) {
var p = getRandomInt( lower, upper );
// positive or negative?
var whatwhat = Math.random();
if (whatwhat > 0.5) {
p = p * -1;
}
return p;
}
</script>
</body>
</html>