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main.js
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main.js
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import * as THREE from "three";
import WindowManager from "./WindowManager.js";
const t = THREE;
let camera, scene, renderer, world;
let near, far;
let pixR = window.devicePixelRatio ? window.devicePixelRatio : 1;
// let cubes = [];
let circles = [];
let sceneOffsetTarget = { x: 0, y: 0 };
let sceneOffset = { x: 0, y: 0 };
let today = new Date();
today.setHours(0);
today.setMinutes(0);
today.setSeconds(0);
today.setMilliseconds(0);
today = today.getTime();
let internalTime = getTime();
let windowManager;
let initialized = false;
// get time in seconds since beginning of the day (so that all windows use the same time)
function getTime() {
return (new Date().getTime() - today) / 1000.0;
}
if (new URLSearchParams(window.location.search).get("clear")) {
localStorage.clear();
} else {
// this code is essential to circumvent that some browsers preload the content of some pages before you actually hit the url
document.addEventListener("visibilitychange", () => {
if (document.visibilityState != "hidden" && !initialized) {
init();
}
});
window.onload = () => {
if (document.visibilityState != "hidden") {
init();
}
};
function init() {
initialized = true;
// add a short timeout because window.offsetX reports wrong values before a short period
setTimeout(() => {
setupScene();
setupWindowManager();
resize();
updateWindowShape(false);
render();
window.addEventListener("resize", resize);
}, 500);
}
function setupScene() {
camera = new t.OrthographicCamera(
0,
0,
window.innerWidth,
window.innerHeight,
-10000,
10000
);
camera.position.z = 2.5;
near = camera.position.z - 0.5;
far = camera.position.z + 0.5;
scene = new t.Scene();
scene.background = new t.Color(0.0);
scene.add(camera);
renderer = new t.WebGLRenderer({ antialias: true, depthBuffer: true });
renderer.setPixelRatio(pixR);
world = new t.Object3D();
scene.add(world);
renderer.domElement.setAttribute("id", "scene");
document.body.appendChild(renderer.domElement);
}
function setupWindowManager() {
windowManager = new WindowManager();
windowManager.setWinShapeChangeCallback(updateWindowShape);
windowManager.setWinChangeCallback(windowsUpdated);
// here you can add your custom metadata to each windows instance
let metaData = { foo: "bar" };
// this will init the windowmanager and add this window to the centralised pool of windows
windowManager.init(metaData);
// call update windows initially (it will later be called by the win change callback)
windowsUpdated();
}
function windowsUpdated() {
updateNumberOfCircles();
}
function updateNumberOfCircles() {
let wins = windowManager.getWindows();
// Remove all existing circles from the scene
circles.forEach((circle) => {
world.remove(circle);
});
circles = [];
// Add new circles based on the current window setup
for (let i = 0; i < wins.length; i++) {
let win = wins[i];
let c = new t.Color();
c.setHSL(i * 0.1, 1.0, 0.5);
let radius = 50 + i * 25;
let segments = 32;
let circleGeometry = new t.CircleGeometry(radius, segments);
let circleMaterial = new t.MeshBasicMaterial({
color: c,
wireframe: true,
});
let circle = new t.Mesh(circleGeometry, circleMaterial);
circle.position.x = win.shape.x + win.shape.w * 0.5;
circle.position.y = win.shape.y + win.shape.h * 0.5;
world.add(circle);
circles.push(circle);
}
}
function updateWindowShape(easing = true) {
// storing the actual offset in a proxy that we update against in the render function
sceneOffsetTarget = { x: -window.screenX, y: -window.screenY };
if (!easing) sceneOffset = sceneOffsetTarget;
}
function render() {
let t = getTime();
windowManager.update();
// calculate the new position based on the delta between current offset and new offset times a falloff value (to create the nice smoothing effect)
let falloff = 0.05;
sceneOffset.x =
sceneOffset.x + (sceneOffsetTarget.x - sceneOffset.x) * falloff;
sceneOffset.y =
sceneOffset.y + (sceneOffsetTarget.y - sceneOffset.y) * falloff;
// set the world position to the offset
world.position.x = sceneOffset.x;
world.position.y = sceneOffset.y;
let wins = windowManager.getWindows();
// loop through all our circles and update their positions based on current window positions
for (let i = 0; i < circles.length; i++) {
let circle = circles[i];
let win = wins[i];
let _t = t; // + i * .2;
let posTarget = {
x: win.shape.x + win.shape.w * 0.5,
y: win.shape.y + win.shape.h * 0.5,
};
// Corrected line: update circle position instead of cube position
circle.position.x =
circle.position.x + (posTarget.x - circle.position.x) * falloff;
circle.position.y =
circle.position.y + (posTarget.y - circle.position.y) * falloff;
circle.rotation.x = _t * 0.5;
circle.rotation.y = _t * 0.3;
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
// resize the renderer to fit the window size
function resize() {
let width = window.innerWidth;
let height = window.innerHeight;
camera = new t.OrthographicCamera(0, width, 0, height, -10000, 10000);
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
}