-
Notifications
You must be signed in to change notification settings - Fork 2.6k
/
main.js
197 lines (152 loc) · 4.83 KB
/
main.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
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 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 - .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 ()
{
updateNumberOfCubes();
}
function updateNumberOfCubes ()
{
let wins = windowManager.getWindows();
// remove all cubes
cubes.forEach((c) => {
world.remove(c);
})
cubes = [];
// add new cubes 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 * .1, 1.0, .5);
let s = 100 + i * 50;
let cube = new t.Mesh(new t.BoxGeometry(s, s, s), new t.MeshBasicMaterial({color: c , wireframe: true}));
cube.position.x = win.shape.x + (win.shape.w * .5);
cube.position.y = win.shape.y + (win.shape.h * .5);
world.add(cube);
cubes.push(cube);
}
}
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 = .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 cubes and update their positions based on current window positions
for (let i = 0; i < cubes.length; i++)
{
let cube = cubes[i];
let win = wins[i];
let _t = t;// + i * .2;
let posTarget = {x: win.shape.x + (win.shape.w * .5), y: win.shape.y + (win.shape.h * .5)}
cube.position.x = cube.position.x + (posTarget.x - cube.position.x) * falloff;
cube.position.y = cube.position.y + (posTarget.y - cube.position.y) * falloff;
cube.rotation.x = _t * .5;
cube.rotation.y = _t * .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 );
}
}