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main.js
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//// Main site configuration. ////
const configuration = {
SiteName: 'BTC ZOO',
Use2DTextOver3D: false, // Change to true if you want 2D over 3D
SiteNameSize: 0.7, // Between 0 and +
NumberOfVerticalLines: 25,
NumberOfDots: 5000,
colors: {
CanvasBackgroundColor: '#141414',
LettersColor: '#FF0000',
LinesColors: ['#FFF', '#FF0000', '#7d7d7d'],
LowerLinesColors: ['#3d3d3d'],
DotsColor: '#7d7d7d'
}
}
///////////////////////////////
// Import all needed dependencies.
import * as THREE from './ext/three.module.min.js'
import TWEEN from './ext/tween.js'
import UI from './ui.js'
// Initialize UI thread. All UI scripting should be done
// in this instance.
const ui = new UI(uiCallback)
const windowHeightInRadians = 25
let camera, scene, renderer
let sceneMovedAmmount = 0
let timeoutActive = false
const mainGeomertries = []
let mainLettersMesh
let touchStartPosition
// Wait for page to load
window.addEventListener('load', () => {
const uiWrapper = document.querySelector('.ui-wrapper')
uiWrapper.classList.remove('page-not-loaded')
// Loading animation lasts for 3s;
setTimeout(() => {
init()
animate()
getProject();
}, 3000)
})
function init() {
camera = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 2, 20000)
camera.position.z = 20
scene = new THREE.Scene()
scene.background = new THREE.Color(configuration.colors.CanvasBackgroundColor)
const near = 10
const far = 150
scene.fog = new THREE.Fog(configuration.colors.CanvasBackgroundColor, near, far)
// Load main letters and generate random lines.
if (!configuration.Use2DTextOver3D) {
loadMainLetters()
} else {
loadMain2DLetters()
}
for (let index = 0; index < configuration.NumberOfVerticalLines; index++) {
generateRandomObject(1, [[0.2, 2, 4, 5], [0.1, 0.2]], configuration.colors.LinesColors)
// Generate few random objects per page.
generateRandomObject(-windowHeightInRadians * index / 3, [[2, 4], [0.05]], configuration.colors.LowerLinesColors)
}
renderer = new THREE.WebGLRenderer()
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
// Add listeners.
window.addEventListener('resize', windowResize, false)
window.addEventListener('wheel', windowWheelOrTouch, false)
window.addEventListener('touchstart', e => { touchStartPosition = e.touches[0].pageY }, false)
window.addEventListener('touchmove', windowWheelOrTouch, false)
if (!isMobile()) window.addEventListener('mousemove', mouseMove, false)
}
function animate (time) {
requestAnimationFrame(animate)
TWEEN.update()
render(time)
}
function render (time) {
time = time / 1000
if (mainLettersMesh) mainLettersMesh.material.uniforms.time.value = time
// Move geometries left and right.
mainGeomertries.forEach((geometry, index) => {
geometry.scale.x = Math.sin(time / 2 + index * 3) * 0.5 + 0.5
})
renderer.render(scene, camera)
}
// **** HELPER FUNCTIONS **** //
// Generate main geometries by random width, height, color and position.
function generateRandomObject (verticalPosition, availableSizes, availableColors) {
const randomIntFromInterval = (min, max) => Math.floor(Math.random() * (max - min + 1) + min)
const randomWidth = availableSizes[0][randomIntFromInterval(0, availableSizes[0].length - 1)]
const randomHeight = availableSizes[1][randomIntFromInterval(0, availableSizes[1].length - 1)]
const randomColor = availableColors[randomIntFromInterval(0, availableColors.length - 1)]
const geometry = new THREE.PlaneBufferGeometry(randomWidth, randomHeight, 1)
geometry.applyMatrix4(new THREE.Matrix4().makeTranslation(-geometry.parameters.width / 2, 0, 0 ))
const material = new THREE.MeshBasicMaterial({ color: randomColor, side: THREE.FrontSide })
const mesh = new THREE.Mesh(geometry, material)
mesh.position.x = randomIntFromInterval(-10, 10)
mesh.position.y = verticalPosition + randomIntFromInterval(-10, 10)
mesh.position.z = randomIntFromInterval(-10, 10)
scene.add(mesh)
mainGeomertries.push(mesh)
}
function loadMainLetters () {
const fontLoader = new THREE.FontLoader()
fontLoader.load('resources/fonts/Roboto-Black-3d.json', font => {
let textGeometry = new THREE.TextGeometry(configuration.SiteName, { font: font, size: 5, height: 3, curveSegments: 3 })
textGeometry.center()
textGeometry.scale(configuration.SiteNameSize, configuration.SiteNameSize, configuration.SiteNameSize)
const textMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
color: { type: 'vec3', value: new THREE.Color( configuration.colors.LettersColor ) }
},
vertexShader: vertexShader(),
fragmentShader: fragmentShader(),
side: THREE.DoubleSide,
wireframe: true
})
mainLettersMesh = new THREE.Mesh(textGeometry, textMaterial)
scene.add(mainLettersMesh)
let vertices = []
for (let i = 0; i < configuration.NumberOfDots; i ++) {
let x = Math.random() * 200 - 100
let y = Math.random() * 200 - 100
let z = Math.random() * 200 - 100
vertices.push(x, y, z)
}
const bufferGeometry = new THREE.BufferGeometry()
bufferGeometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))
const pointSprite = new THREE.TextureLoader().load('resources/images/icons/pointImg.png')
const pointsMaterial = new THREE.PointsMaterial({color: configuration.colors.DotsColor, size: 0.5, map: pointSprite, transparent: true, alphaTest: 0.5})
const points = new THREE.Points(bufferGeometry, pointsMaterial)
scene.add(points)
windowResize()
})
}
function vertexShader () {
return `
varying vec2 vUv;
uniform float time;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
void main() {
vUv = uv;
vec3 pos = position;
float noiseFreq = 3.5;
float noiseAmp = 0.15;
vec3 noisePos = vec3(pos.x * noiseFreq + time, pos.y, pos.z);
pos.x += snoise(noisePos) * noiseAmp;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.);
}
`
}
function fragmentShader () {
return `
uniform vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0 );
}
`
}
function loadMain2DLetters () {
const configurationLetters = document.querySelector('.configuration__letters')
configurationLetters.classList.remove('configuration__letters--hidden')
}
function isMobile () {
try {
document.createEvent('touchEvent')
return true
} catch (err) { return false }
}
function uiCallback () {
return {
onPagingClick (pagingIndex) {
if (sceneMovedAmmount > sceneMovedAmmount) ui.ui_moveScene('down')
else ui.ui_moveScene('up')
sceneMovedAmmount = pagingIndex
moveScene()
},
getCurrentPage () {
return sceneMovedAmmount
},
blockSceneScrolling (active) {
active ? timeoutActive = true : timeoutActive = false
}
}
}
// **** EVENT FUNCTIONS **** //
function moveScene () {
new TWEEN.Tween(scene.position)
.to({x: scene.position.x, y: sceneMovedAmmount * windowHeightInRadians, z: scene.position.z}, 1000)
.easing(TWEEN.Easing.Quartic.InOut)
.start()
}
function windowResize () {
if (mainLettersMesh) {
const scaleAmmount = Math.min(window.innerWidth / 1100, 1)
mainLettersMesh.scale.x = scaleAmmount
mainLettersMesh.scale.y = scaleAmmount
}
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}
function windowWheelOrTouch (e) {
// Limit scrolling to scroll only once in N milliseconds.
if (timeoutActive) return
timeoutActive = true
setTimeout(() => { timeoutActive = false }, 1500)
if (e.deltaY > 0 || (e.touches && e.touches[0].pageY < touchStartPosition)) {
if (sceneMovedAmmount === 5) return
sceneMovedAmmount++
sceneMovedAmmount = Math.min(sceneMovedAmmount, 5)
moveScene()
ui.ui_moveScene('down')
return
}
if (sceneMovedAmmount === 0) return
sceneMovedAmmount--
sceneMovedAmmount = Math.max(sceneMovedAmmount, 0)
moveScene()
ui.ui_moveScene('up')
}
function mouseMove (e) {
ui.ui_moveEvent(e, configuration.Use2DTextOver3D)
if (sceneMovedAmmount > 0) return
const xCenter = window.innerWidth / 2
const yCenter = window.innerHeight / 2
const CameraXPosition = xCenter - e.clientX
const CameraYPosition = yCenter - e.clientY
camera.position.x = -CameraXPosition / 100
camera.position.y = CameraYPosition / 100
camera.lookAt(scene.position)
}