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bb.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>
/*
so what i want to do here is
pick a random point on the screen, within bounds
this is our origin
loop
pick a random point on the screen
draw a line from there to our origin
we need to keep in mind that 0,0 is not the upper left corner
it's the center of the window
*/
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 = [
'#EB5E55',
'#3A3335',
'#D81E5B',
'#FDF0D5',
'#C6D8D3'
];
// question: transparency?
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
1,
500
);
camera.position.set( 0, 0, 300 );
camera.lookAt( new THREE.Vector3() );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
/*
// SAFETY X at 0,0,0
var material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( 3, 3, 0 ) );
geometry.vertices.push( new THREE.Vector3( -3, -3, 0 ) );
var line = new THREE.Line( geometry, material );
scene.add( line );
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( -3, 3, 0 ) );
geometry.vertices.push( new THREE.Vector3( 3, -3, 0 ) );
var line = new THREE.Line( geometry, material );
scene.add( line );
*/
/*
// ORIGIN X
var material = new THREE.LineBasicMaterial( { color: 0xffffff } );
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( origin.x + 3, origin.y + 3, 0 ) );
geometry.vertices.push( new THREE.Vector3( origin.x - 3, origin.y - 3, 0 ) );
var line = new THREE.Line( geometry, material );
scene.add( line );
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( origin.x - 3, origin.y + 3, 0 ) );
geometry.vertices.push( new THREE.Vector3( origin.x + 3, origin.y - 3, 0 ) );
var line = new THREE.Line( geometry, material );
scene.add( line );
*/
var num_lines = getRandomInt( bounds, bounds * 10 );
if (debugging) { console.log( num_lines + " lines" ); }
for (var l = 0; l < num_lines; 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 ),
getRandomPoint( 0, half_window_h ),
0
);
if (debugging) {
console.log(
random_point.x.toString() + "x" + random_point.y.toString()
);
}
var distance_from_origin = random_point.distanceTo(origin);
if (distance_from_origin < 100) {
if (debugging) { console.log('too close'); }
continue;
} else {
if (debugging) {
console.log("DISTANCE: " + distance_from_origin.toString());
}
}
var d = 100 / distance_from_origin;
d = 1 - (1 - d);
var line = new THREE.Line3( origin, random_point );
var end_point = new THREE.Vector3();
line.at( d, end_point );
if (debugging) {
console.log(end_point.x.toString() + "x" + end_point.y.toString());
}
var material = new THREE.LineBasicMaterial( { color: random_color } );
var geometry = new THREE.Geometry();
geometry.vertices.push( random_point );
geometry.vertices.push( end_point );
var line = new THREE.Line( geometry, material );
scene.add( line );
}
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>