<div id='hide'>
<div>To scale sine or cosine, multiply it by 1.0 or higher</div>
<div>If you put sin and cos next to each other, at the right distance, they create a zipper effect</div>
</div>
CSS
/* fix mouse click offset errors when doing drags */
body {
margin: 0;
}
div#hide div {
display: none;
}
JavaScript
import * as THREE from "https://unpkg.com/[email protected]/build/three.module.js";
import { OrbitControls } from "https://unpkg.com/[email protected]/examples/jsm/controls/OrbitControls.js";
var scene, renderer, camera;
var cube;
var controls;
var umbrellaMesh;
var objs = [];
init();
lightSetup();
animate();
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
var gridXZ = new THREE.GridHelper(1000, 100);
scene.add(gridXZ);
var axes = new THREE.AxesHelper(1000);
scene.add(axes);
camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt(new THREE.Vector3(0, 0, 0));
controls = new OrbitControls(camera, renderer.domElement);
lightSetup();
simulate(true, 0);
simulate(false, 60);
}
/**
* param posOffset start all spheres with a position offset
*/
function simulate(useSin = true, posOffset = 0) {
const speed = .001;
const lastTime = Date.now();
const gap = 5;
const mat = new THREE.MeshPhongMaterial({color: 0xff0000});
const mat2 = new THREE.MeshPhongMaterial({color: 0x00ffff});
const geo = new THREE.SphereGeometry(1, 8, 8);
const mesh = new THREE.Mesh(geo, mat);
const maxI = 10;
const maxJ = 10;
const scale = 6;
for(let i=0; i<maxI; i++) {
for(let j=0; j<maxJ; j++) {
const m = mesh.clone();
m.material = useSin ? mat : mat2;
m.position.copy(new THREE.Vector3(i*gap, 0, j*gap));
m.userData.origX = m.position.x;
m.userData.callBack = () => {
const initialX = m.position.x;
const time = Date.now() - lastTime;
// scale * sine(x) scales the wave larger
const timeSpeedPos = (time * speed) + j;
const sinCos = useSin ? Math.sin(timeSpeedPos) : Math.cos(timeSpeedPos);
...
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