Crystaline Chaos

Size
4,131 Kb
Views
30,360

How do I make an crystaline chaos?

Nested chaotic patterns , mousewheel to zoom, mousemove to pan. What is a crystaline chaos? How do you make a crystaline chaos? This script and codes were developed by Scott Niejadlik on 07 September 2022, Wednesday.

Crystaline Chaos Previews

Crystaline Chaos - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Crystaline Chaos</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <script src='http://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.3/jquery.min.js'></script>
<script src='http://cdnjs.cloudflare.com/ajax/libs/three.js/r67/three.js'></script>
<script src='http://cdnjs.cloudflare.com/ajax/libs/gsap/1.11.8/TweenMax.min.js'></script> <script src="js/index.js"></script>
</body>
</html>

Crystaline Chaos - Script Codes CSS Codes

body { background-color:#000000;
}

Crystaline Chaos - Script Codes JS Codes

Nebula = {};
var local = Nebula;
local.wHalfX = window.innerWidth / 2;
local.wHalfY = window.innerHeight / 2;
local.mouseX = 0;
local.mouseY = 0;
local.materials = [];
local.matColors = [];
local.geometries = [];
local.particleSystems = [];
local.particleRotations = [];
local.init = function()
{ new Date().getTime(); local.container = document.createElement( 'div' ); document.body.appendChild( local.container ); local.camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 2, 4000 ); local.camera.position.z = 2100; local.scene = new THREE.Scene(); local.scene.fog = new THREE.FogExp2( 0x000000, 0.0006 ); local.spinValues = {x:0,y:0,z:0,camDist:local.camera.position.z}; local.setSpinning(); var i=0; var limit = 15; for (i=0;i<limit;++i) { local.generateParticleSystem(Math.random()*1000+200*i, 250+Math.random()*10*(i*i+1), Math.random()*10+2); } local.renderer = new THREE.WebGLRenderer( { clearAlpha: 1,antialias:true} ); local.renderer.setSize( window.innerWidth, window.innerHeight ); local.renderer.autoClear = false; local.container.appendChild( local.renderer.domElement ); //composer2 = new THREE.EffectComposer( local.renderer, renderTarget ); local.render(); $(document).on('mousemove', local.onDocumentMouseMove); $(document).on('mousewheel', local.onDocumentMouseWheel); $(window).on('resize', local.onWindowResize);
};
local.generateParticleGeometry = function(nodes, range) { var geometry = new THREE.Geometry(); if (nodes === undefined) nodes = 100; nodes = Math.floor(nodes); if (range === undefined) range = 500; var r = 500; for ( i = 0; i < nodes; i ++ ) { var vertex = new THREE.Vector3(); var theta = Math.random()*2*Math.PI; var phi = Math.random()*Math.PI; var initX = range * Math.sin(theta)*Math.cos(phi);// var initY = range * Math.sin(theta)*Math.sin(phi);// var initZ = Math.cos(theta)*range; vertex.x = initX;//Math.sin(i) * i; vertex.y = initY;// Math.cos(i) * i;//Math.random()*100; vertex.z = initZ;//Math.random()*1000; geometry.vertices.push( vertex ); var tartheta = theta + 1*Math.PI/180;//Math.random()*2*Math.PI; var tarphi = phi + 1*Math.PI/180;////Math.random()*Math.PI; var tarX = range*4 * Math.sin(tartheta)*Math.cos(tarphi); var speedX = Math.abs(vertex.x - tarX)/100; var tarY = range*4 * Math.sin(tartheta)*Math.sin(tarphi); var speedY = Math.abs(vertex.y - tarY)/100; var tarZ = Math.cos(tartheta)*range*4; var speedZ = Math.abs(vertex.z - tarZ)/100; TweenMax.to(vertex,speedX,{ x:tarX, ease:Quad.easeInOut, delay:i/500,//Math.random(), yoyo:true, repeat:-1 }); TweenMax.to(vertex,speedY,{ y:tarY, ease:Quad.easeInOut, delay:i/500,//Math.random(), yoyo:true, repeat:-1 }); TweenMax.to(vertex,speedZ,{ z:tarZ,//Math.random()*100, ease:Quad.easeInOut, delay:i/500,//Math.random(), yoyo:true, repeat:-1 }); } local.geometries.push(geometry); return geometry;
};
local.generateParticleMaterial = function(pSize) { var material = new THREE.ParticleSystemMaterial({ color: '#'+Math.floor(Math.random()*16777215).toString(16), size: pSize, // Cross domain image issue, needs to be hosted locally in order to provide texture. //map: THREE.ImageUtils.loadTexture( // "https://i.imgur.com/5Ofb1jd.png" //), blending: THREE.AdditiveBlending, transparent: true }); local.materials.push(material); local.matColors.push({h:Math.random(),s:Math.random(),l:Math.random()+0.2}); var num = local.matColors.length-1; console.log(local.matColors); TweenMax.to(local.matColors[num],Math.random(),{h:Math.random(),s:Math.random(),l:Math.random()+0.2,onUpdate:local.updateMaterialColor,onUpdateParams:[num], repeat:-1, yoyo:true}); return material;
};
local.generateLineGeometry = function(nodes, range) { var geometry = new THREE.Geometry(); if (nodes === undefined) nodes = 100; nodes = Math.floor(nodes); if (range === undefined) range = 500; var r = 500; var divs = Math.random()*600 + 20; for ( i = 0; i < nodes; i ++ ) { var vertex = new THREE.Vector3(); var theta = i/range*2*Math.PI +Math.random()/4; var phi = i/divs*Math.PI +Math.random()/4; var initX = range * Math.sin(theta)*Math.cos(phi);// var initY = range * Math.sin(theta)*Math.sin(phi);// var initZ = Math.cos(theta)*range; vertex.x = initX;//Math.sin(i) * i; vertex.y = initY;// Math.cos(i) * i;//Math.random()*100; vertex.z = initZ;//Math.random()*1000; geometry.vertices.push( vertex ); var tartheta = theta + 10*Math.PI/180;//Math.random()*2*Math.PI; var tarphi = phi + 10*Math.PI/180;////Math.random()*Math.PI; var tarX = range * Math.sin(tartheta)*Math.cos(tarphi); var speedX = Math.abs(vertex.x - tarX)/100; var tarY = range * Math.sin(tartheta)*Math.sin(tarphi); var speedY = Math.abs(vertex.y - tarY)/100; var tarZ = Math.cos(tartheta)*range; var speedZ = Math.abs(vertex.z - tarZ)/100; TweenMax.to(vertex,speedX,{ x:tarX, ease:Linear.easeNone, delay:i/5000,//Math.random(), yoyo:true, repeat:-1 }); TweenMax.to(vertex,speedY,{ y:tarY, ease:Linear.easeNone, delay:i/5000,//Math.random(), yoyo:true, repeat:-1 }); TweenMax.to(vertex,speedZ,{ z:tarZ,//Math.random()*100, ease:Linear.easeNone, delay:i/5000,//Math.random(), yoyo:true, repeat:-1 }); } local.geometries.push(geometry); return geometry;
};
local.generateLineMaterial = function() { var material = new THREE.LineBasicMaterial({ color: '#'+Math.floor(Math.random()*16777215).toString(16), // Cross domain image issue, needs to be hosted locally in order to provide texture. //map: THREE.ImageUtils.loadTexture( // "https://i.imgur.com/5Ofb1jd.png" //), linecap: 'round', linejoin: 'round', blending: THREE.AdditiveBlending, transparent: true }); local.materials.push(material); local.matColors.push({h:Math.random(),s:Math.random(),l:Math.random()}); var num = local.matColors.length-1; console.log(local.matColors); TweenMax.to(local.matColors[num],Math.random(),{h:Math.random(),s:Math.random(),l:Math.random(),onUpdate:local.updateMaterialColor,onUpdateParams:[num], repeat:-1, yoyo:true}); return material;
};
local.updateMaterialColor = function(item)
{ color = local.matColors[item];//item]; var h = color.h;//( 360 * ( color.h ) % 360 ) / 360; local.materials[item].color.setHSL( h, color.s, color.l );
};
local.generateParticleSystem = function(nodes,range,pSize)
{ local.particleRotations.push({x:Math.round(Math.random()*2-1),y:Math.round(Math.random()*2-1)}); var mat; var geom; var particles; if(Math.random() > 0.65) { mat = local.generateParticleMaterial(pSize); geom = local.generateParticleGeometry(nodes,range); particles = new THREE.ParticleSystem( geom, mat ); } else { mat = local.generateLineMaterial(); geom = local.generateLineGeometry(nodes,range); geom.verticesNeedUpate = true; particles = new THREE.Line( geom, mat ); } particles.sortParticles = true; //spinParticles(); local.scene.add(particles); local.particleSystems.push(particles); // TweenMax.to(particles.rotation,1,{z:Math.random()*4-2,repeat:-1, yoyo:true, ease:Quad.easeInOut});
};
local.render = function() { var time = Date.now() * 0.00005; local.camera.position.x += ( local.mouseX - local.camera.position.x ) * 0.05; local.camera.position.y += ( -local.mouseY - local.camera.position.y ) * 0.05; local.camera.lookAt( local.scene.position ); //local.h = ( 360 * ( 1.0 + time ) % 360 ) / 360; //mesh.position.z = -500 - ((time*1000) % 1000); //local.material.color.setHSV( local.h, 0.75, 0.8 ); //renderer.clear() local.renderer.render( local.scene, local.camera ); local.renderer.clear(false,true,false); //local.renderer.render(scene2,camera);*/
};
local.onDocumentMouseWheel = function(evt)
{ var d = evt.originalEvent.wheelDelta; TweenMax.to(local.spinValues,1,{camDist:'-='+d});
};
local.onDocumentMouseMove = function( evt ) { local.mouseX = (evt.clientX - local.wHalfX)*0.5; local.mouseY = (evt.clientY - local.wHalfY)*0.5; var i=0; var limit = local.particleSystems.length; for (i=0;i<limit;++i) { //console.log(i); var xSign = 1;//(i+1) * local.particleRotations[i].x; var ySign = 1;//(i+1) * local.particleRotations[i].y; TweenMax.to(local.particleSystems[i].rotation,1,{y:xSign * local.mouseX/180*Math.PI,x:ySign * local.mouseY/180*Math.PI}); } //local.render(); //animateVertices(); //geometry.vertices.push( vertex ); // TweenLite.from(vertex,2,{x:0,delay:2});
};
local.setSpinning = function()
{ TweenMax.to(local.spinValues,10,{ x:'+='+(Math.random()*6-3), y:'+='+(Math.random()*6-3), z:'+='+(Math.random()*6-3), camDist:(Math.random()*3000+500), onUpdate:local.onSpinSpheres, onComplete: local.setSpinning, ease:Quad.easeInOut, })
}
local.onSpinSpheres = function()
{ var i=0; var limit = local.particleSystems.length; for (i=0;i<limit;++i) { //console.log(i); var xSign = 1;//(i+1) * local.particleRotations[i].x; var ySign = 1;//(i+1) * local.particleRotations[i].y; local.particleSystems[i].rotation.x = local.spinValues.x; local.particleSystems[i].rotation.y = local.spinValues.y; local.particleSystems[i].rotation.z = local.spinValues.z; local.camera.position.z = local.spinValues.camDist; // TweenMax.set(local.particleSystems[i].rotation,{y:xSign * local.mouseX/180*Math.PI,x:ySign * local.mouseY/180*Math.PI}); }
}
local.onWindowResize = function(event) { local.wHalfX = window.innerWidth / 2; local.wHalfY = window.innerHeight / 2; local.camera.aspect = window.innerWidth / window.innerHeight; local.camera.updateProjectionMatrix(); local.renderer.setSize( window.innerWidth, window.innerHeight ); //local.render();
};
local.animate = function()
{ requestAnimationFrame( local.animate ); local.render();
};
$( document ).ready(function() { local.init(); local.animate();
});
Crystaline Chaos - Script Codes
Crystaline Chaos - Script Codes
Home Page Home
Developer Scott Niejadlik
Username sniejadlik
Uploaded September 07, 2022
Rating 3.5
Size 4,131 Kb
Views 30,360
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Scott Niejadlik (sniejadlik) Script Codes
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