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index.html
Views: 141 | Author: cody
<!DOCTYPE html>
<html>

<head>
    <meta charset='utf-8'>
    <meta http-equiv='X-UA-Compatible' content='IE=edge'>
    <title>Infinity ∞ Loader Animation Using Three.js</title>
    <meta name='viewport' content='width=device-width, initial-scale=1'>

    <link rel='stylesheet' type='text/css' media='screen' href='style.css'>

    <script src="https://code.jquery.com/jquery-3.4.1.min.js"></script>
    <script language="javascript" type="text/javascript"
        src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js"></script>

</head>

<body>

    <div id="webgl_canvas"></div>

    <script>
        window.addEventListener(
            "load",
            function () {
                var r = 4;
                var s_r = r / 20 + (Math.sin(0) * r) / 20;
                var num_of_corners = 7;
                var obj_resolution = 360;
                var linewidth = 0.04;

                var _w = window.innerWidth;
                var _h = window.innerHeight;

                var aspect = _w / _h;
                var scene = new THREE.Scene();
                var camera = new THREE.PerspectiveCamera(65, _w / _h, 0.1, 1000);
                camera.position.z = 10;
                var renderer = new THREE.WebGLRenderer({ antialias: true });
                renderer.setClearColor(new THREE.Color(0x221f26, 1.0));
                renderer.setSize(_w, _h);
                document.getElementById("webgl_canvas").appendChild(renderer.domElement);

                var group = new THREE.Object3D();
                var sub_group = new THREE.Object3D();
                var all_vertices = [];
                var all_sub_vertices = [];

                var objects = [];
                var sub_objects = [];
                var num = 3;
                var dstnc = 0.2;
                var border = 0.04;
                var colors = [0x379392, 0x2e4952, 0x0bc9c7];

                for (var i = 0; i < num; i++) {
                    var obj = create_mesh(
                        colors[i],
                        1 + linewidth * 0.8 * i,
                        all_vertices,
                        i
                    );
                    objects.push(obj);
                    sub_group.add(obj);
                    obj.rotation.y = (Math.PI / 180) * 180;
                }

                group.rotation.x = sub_group.rotation.x = (Math.PI / 180) * 360;
                scene.add(group);
                scene.add(sub_group);

                function create_mesh(clr, r_coof, ver_arr, wave_type) {
                    var geometry = new THREE.BufferGeometry();
                    var points = generate_points(r, s_r, 5, wave_type);
                    var points2 = generate_points(r * (1 - linewidth), s_r, 5, wave_type);
                    var vertices = generate_vertices(points, points2);
                    ver_arr.push(vertices);
                    geometry.addAttribute("position", new THREE.BufferAttribute(vertices, 3));
                    var material = new THREE.MeshBasicMaterial({
                        color: clr,
                        wireframe: false
                    });
                    var mesh = new THREE.Mesh(geometry, material);
                    mesh.anim_shape = num_of_corners;
                    mesh.anim = -1;
                    mesh.r_coof = r_coof;
                    mesh.wave_type = wave_type;
                    return mesh;
                }

                function generate_points(radius, wave_height, anim_shape, wave_type) {
                    var new_poistions = [];
                    for (var i = 0; i <= obj_resolution; i++) {
                        var angle = ((2 * Math.PI) / obj_resolution) * i;
                        var raidus_addon = 0;
                        var speed_incrementer = counter / 40;
                        var sine_pct = 0.5;

                        if (i < sine_pct * obj_resolution || i == obj_resolution) {
                            var smoothing_amount = 0.14;
                            var smooth_pct = 1;
                            if (i < sine_pct * obj_resolution * smoothing_amount)
                                smooth_pct = i / (sine_pct * obj_resolution * smoothing_amount);
                            if (
                                i > sine_pct * obj_resolution * (1 - smoothing_amount) &&
                                i <= sine_pct * obj_resolution
                            )
                                smooth_pct =
                                    (sine_pct * obj_resolution - i) /
                                    (sine_pct * obj_resolution * smoothing_amount);
                            if (i == obj_resolution) smooth_pct = 0;

                            if (wave_type == 1)
                                raidus_addon =
                                    wave_height *
                                    smooth_pct *
                                    Math.cos((angle + speed_incrementer) * anim_shape);
                            if (wave_type == 0)
                                raidus_addon =
                                    wave_height *
                                    smooth_pct *
                                    Math.sin((angle + speed_incrementer) * anim_shape);
                            if (wave_type == 2)
                                raidus_addon =
                                    wave_height *
                                    smooth_pct *
                                    Math.cos(
                                        (angle + (Math.PI / 180) * 120 + speed_incrementer) * anim_shape
                                    );
                        }

                        var x = (radius + raidus_addon) * Math.cos(angle + speed_incrementer);
                        var y = (radius + raidus_addon) * Math.sin(angle + speed_incrementer);
                        var z = 0;

                        new_poistions.push([x, y, z]);
                    }

                    return new_poistions;
                }

                function generate_vertices(points, points2) {
                    var vertexPositions = [];
                    var center_point = [0, 0, 0];

                    for (var i = 0; i < points.length - 1; i++) {
                        vertexPositions.push(points[i], points2[i], points[i + 1]);
                        vertexPositions.push(points2[i], points2[i + 1], points[i + 1]);
                    }
                    vertexPositions.push(
                        points[points.length - 1],
                        points2[points.length - 1],
                        points[0]
                    );
                    vertices = new Float32Array(vertexPositions.length * 3);

                    for (var i = 0; i < vertexPositions.length; i++) {
                        vertices[i * 3 + 0] = vertexPositions[i][0];
                        vertices[i * 3 + 1] = vertexPositions[i][1];
                        vertices[i * 3 + 2] = vertexPositions[i][2];
                    }

                    return vertices;
                }

                function update_vertices_v_2(points, points2, my_arr) {
                    var vertexPositions = [];

                    for (var i = 0; i < points.length - 1; i++) {
                        vertexPositions.push(points[i], points2[i], points[i + 1]);
                        vertexPositions.push(points2[i], points2[i + 1], points[i + 1]);
                    }

                    vertexPositions.push(
                        points[points.length - 1],
                        points2[points.length - 1],
                        points[0]
                    );

                    for (var i = 0; i < vertexPositions.length; i++) {
                        my_arr[i * 3 + 0] = vertexPositions[i][0];
                        my_arr[i * 3 + 1] = vertexPositions[i][1];
                        my_arr[i * 3 + 2] = vertexPositions[i][2];
                    }
                }

                var last_anim = false;
                var delay_time = 0.3;
                var anim_time = 2.12;
                var rot_angle = 90;
                var counter = 0;
                var counter_anim = 0;
                var frame = 0;
                var frame_num = 0;
                var loop = function loop() {
                    requestAnimationFrame(loop);

                    for (var k = 0; k < objects.length; k++) {
                        var time = (counter + k) / 60;
                        var time_sin = Math.sin(time * 4);

                        var obj = objects[k];
                        var rad = r * obj.r_coof;
                        s_r = rad / 15;
                        var points = generate_points(rad, s_r, obj.anim_shape, obj.wave_type);
                        var points2 = generate_points(
                            rad * (1 - linewidth),
                            s_r,
                            obj.anim_shape,
                            obj.wave_type
                        );
                        update_vertices_v_2(points, points2, all_vertices[k]);
                        obj.geometry.attributes.position.needsUpdate = true;
                    }

                    renderer.render(scene, camera);
                    counter++;
                };

                loop();
            },
            false
        );
    </script>

</body>

</html>

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