Concentrics

Size
4,301 Kb
Views
30,360

How do I make an concentrics?

A concentrics particle system using once again ThreeJS.. What is a concentrics? How do you make a concentrics? This script and codes were developed by Francesco Trillini on 01 September 2022, Thursday.

Concentrics Previews

Concentrics - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Concentrics</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <body></body> <script src='http://cdnjs.cloudflare.com/ajax/libs/three.js/r55/three.min.js'></script>
<script src='http://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js'></script>
<script src='http://cdnjs.cloudflare.com/ajax/libs/stats.js/r11/Stats.js'></script> <script src="js/index.js"></script>
</body>
</html>

Concentrics - Script Codes CSS Codes

body { margin: 0px; overflow: hidden;
}

Concentrics - Script Codes JS Codes

/* * Copyright MIT © <2013> <Francesco Trillini> * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated * documentation files (the "Software"), to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and * to permit persons to whom the Software is furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR * PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE * FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
var self = window;
;(function(self) {	var container, scene, camera, renderer, Obj3D, stats, concentricsParticles = [], mouse = { x: 0, y: 0, lastCameraX: 0, lastCameraY: 0, lastCameraZ: 500 }, theta = 0, radius = 400;	// Dat GUI default values	var particles = 700, speed = 0.20, orbit = 40, depth = 1000, interactive = false, showStats = false;	/* * Settings. */	var Settings = function() {	this.particles = 700;	this.speed = 0.20;	this.orbit = 30;	this.depth = 1000;	this.interactive = false;	this.showStats = false;	this.changeParticles = function(value) {	// Reset 'em all	concentricsParticles = [];	scene.remove(Obj3D);	Obj3D = new THREE.Object3D();	scene.add(Obj3D);	var geometry = new THREE.Geometry();	geometry.dynamic = true;	particles = value;	populate(geometry);	};	this.changeSpeed = function(value) {	[].forEach.call(concentricsParticles, function(concentrics, index) {	concentrics.speed = value - 0.15 + Math.random() * value;	});	};	this.changeOrbit = function(value) {	orbit = value;	};	this.changeDepth = function(value) {	depth = value;	};	this.changeDepth = function(value) {	depth = value;	};	this.enableInteractivity = function(value) {	interactive = value;	};	this.enableStats = function(value) {	showStats = value;	showStats ? stats.domElement.style.visibility = 'visible' : stats.domElement.style.visibility = 'hidden';	};	};	var context2D = function(context) {	context.save();	context.beginPath();	context.arc(0, 0, 1, 0, Math.PI * 2);	context.fill();	context.restore();	}	window.addEventListener ? window.addEventListener('load', init, false) : window.onload = init;	/* * Init. */	function init() {	var settings = new Settings();	var GUI = new dat.GUI();	// Dat GUI main	GUI.add(settings, 'particles').min(100).max(1000).onChange(settings.changeParticles);	GUI.add(settings, 'speed').min(0.10).max(0.30).onChange(settings.changeSpeed);	GUI.add(settings, 'orbit').min(0).max(100).onChange(settings.changeOrbit);	GUI.add(settings, 'depth').min(100).max(1000).onChange(settings.changeDepth);	GUI.add(settings, 'interactive').onChange(settings.enableInteractivity);	GUI.add(settings, 'showStats').onChange(settings.enableStats);	var body = document.querySelector('body');	container = document.createElement('div');	container.width = innerWidth;	container.height = innerHeight;	container.style.position = 'absolute';	container.style.top = 0;	container.style.bottom = 0;	container.style.left = 0;	container.style.right = 0;	container.style.zIndex = -1;	container.style.overflow = 'hidden';	container.style.background = '-webkit-linear-gradient(to top right, #c1c1c1, #ffffff)';	container.style.background = '-moz-linear-gradient(to top right, #c1c1c1, #ffffff)';	container.style.background = '-ms-linear-gradient(to top right, #c1c1c1, #ffffff)';	container.style.background = '-o-linear-gradient(to top right, #c1c1c1, #ffffff)';	container.style.background = 'linear-gradient(to top right, #c1c1c1, #ffffff)';	document.body.appendChild(container);	// Setup	camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 5000);	camera.position.z = depth;	scene = new THREE.Scene();	scene.add(camera);	renderer = new THREE.CanvasRenderer();	renderer.setSize(window.innerWidth, window.innerHeight);	container.appendChild(renderer.domElement);	Obj3D = new THREE.Object3D();	scene.add(Obj3D);	var geometry = new THREE.Geometry();	geometry.dynamic = true;	populate(geometry);	// Stats	stats = new Stats();	stats.domElement.style.position = 'absolute';	stats.domElement.style.top = '0px';	container.appendChild(stats.domElement);	// Hide stats	settings.enableStats();	// Listeners	document.addEventListener('mousemove', onMouseMove, false);	document.addEventListener('touchmove', onTouchMove, false);	window.onresize = onResize;	render();	}	/* * Let's create the fluctuating particles. */	function populate(geometry) {	for(var quantity = 0, len = particles; quantity < len; quantity++) {	var particle = new THREE.Particle(new THREE.ParticleCanvasMaterial(({ color: 0xffffff, opacity: Math.max(Math.random(), 0.3), program: context2D })));	particle.position.x = Math.random() * 3000 - 1500;	particle.position.y = Math.random() * 3000 - 1500;	particle.position.z = Math.random() * 3000 - 1500;	particle.scale.x = particle.scale.y = 10;	concentricsParticles.push({	originX: particle.position.x,	originY: particle.position.y,	angle: 0,	speed: 0.05 + Math.random() * 0.20,	particle: particle	});	geometry.vertices.push(particle.position);	Obj3D.add(particle);	}	}	/* * Mouse move event. */	function onMouseMove(event) {	event.preventDefault();	mouse.x = event.pageX - (window.innerWidth * 0.5);	mouse.y = event.pageY - (window.innerHeight * 0.5);	}	/* * Touch move event. */	function onTouchMove(event) {	event.preventDefault();	var touch = event.touches[0];	if(event.touches.length === 1) {	mouse.x = touch.pageX - (window.innerWidth * 0.5);	mouse.y = touch.pageY - (window.innerHeight * 0.5);	}	}	/* * On resize event. */	function onResize(event) {	camera.aspect = window.innerWidth / window.innerHeight;	camera.updateProjectionMatrix();	renderer.setSize(window.innerWidth, window.innerHeight);	}	/* * Render the animation. */	function render() {	requestAnimationFrame(render);	[].forEach.call(concentricsParticles, function(concentrics, index) {	concentrics.particle.position.x = concentrics.originX + Math.sin(index + concentrics.angle) * orbit;	concentrics.particle.position.y = concentrics.originY + Math.cos(index + concentrics.angle) * orbit;	concentrics.particle.scale.x = concentrics.particle.scale.y = 1 + Math.sin(concentrics.angle * 0.5) * 10;	concentrics.angle += concentrics.speed;	});	if(!!interactive) {	camera.position.x += (mouse.x - camera.position.x) * 0.05;	camera.position.y += (-mouse.y - camera.position.y) * 0.05;	camera.position.z = mouse.lastCameraZ;	// Save the current position to be used as base for non-interactive mode	mouse.lastCameraX = camera.position.x;	mouse.lastCameraY = camera.position.y;	theta = 0;	}	else {	theta += 1;	camera.position.x = mouse.lastCameraX + radius * Math.sin(theta * Math.PI / 360);	camera.position.y = mouse.lastCameraY + radius * Math.sin(theta * Math.PI / 360);	}	mouse.lastCameraZ += (depth - mouse.lastCameraZ) * 0.08;	camera.position.z = mouse.lastCameraZ + radius * Math.cos(theta * Math.PI / 360);	camera.lookAt(scene.position);	stats.update();	renderer.render(scene, camera);	}
})(self);
Concentrics - Script Codes
Concentrics - Script Codes
Home Page Home
Developer Francesco Trillini
Username Francext
Uploaded September 01, 2022
Rating 4.5
Size 4,301 Kb
Views 30,360
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