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  1. #1
    New Coder
    Join Date
    Apr 2016
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    Make A Three.Js Animation From An Image With Effects

    This a code made in three.js so its like a gemoetry big cube made with small cube written in css,but i want to make that the source will be an image and that image will be the big structure made with small cube,i.e-if the image is google logo the thing will be google made with small cubes and with the three.js effects,but i can't figure out how to do it.
    kinda like thisbut i want the image to be theliitle cubes formed structure

    Code:
    <html>
       <head>
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
        <style>
            body {
                background:#fff;
                padding:0;
                margin:0;
                font-weight: bold;
                overflow:hidden;
            }
        </style>
    </head>
    <body>
        <script src="../build/three.js"></script>
        <script src="js/libs/stats.min.js"></script>
        <script>
            var container, stats;
            var camera, scene, renderer;
            var geometry, group;
            var mouseX = 0, mouseY = 0;
            var windowHalfX = window.innerWidth / 2;
            var windowHalfY = window.innerHeight / 2;
            document.addEventListener( 'mousemove', onDocumentMouseMove, false );
            init();
            animate();
            function init() {
                container = document.createElement( 'div' );
                document.body.appendChild( container );
                camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
                camera.position.z = 500;
                scene = new THREE.Scene();
                scene.fog = new THREE.Fog( 0xffffff, 1, 10000 );
                var geometry = new THREE.BoxGeometry( 100, 100, 100 );
                var material = new THREE.MeshNormalMaterial();
                group = new THREE.Group();
                for ( var i = 0; i < 1000; i ++ ) {
                    var mesh = new THREE.Mesh( geometry, material );
                    mesh.position.x = Math.random() * 2000 - 1000;
                    mesh.position.y = Math.random() * 2000 - 1000;
                    mesh.position.z = Math.random() * 2000 - 1000;
                    mesh.rotation.x = Math.random() * 2 * Math.PI;
                    mesh.rotation.y = Math.random() * 2 * Math.PI;
                    mesh.matrixAutoUpdate = false;
                    mesh.updateMatrix();
                    group.add( mesh );
                }
                scene.add( group );
                renderer = new THREE.WebGLRenderer();
                renderer.setClearColor( 0xffffff );
                renderer.setPixelRatio( window.devicePixelRatio );
                renderer.setSize( window.innerWidth, window.innerHeight );
                renderer.sortObjects = false;
                container.appendChild( renderer.domElement );
                stats = new Stats();
                container.appendChild( stats.dom );
            //
            window.addEventListener( 'resize', onWindowResize, false );
            }
            function onWindowResize() {
                windowHalfX = window.innerWidth / 2;
                windowHalfY = window.innerHeight / 2;
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize( window.innerWidth, window.innerHeight );
            }
            function onDocumentMouseMove(event) {
                mouseX = ( event.clientX - windowHalfX ) * 10;
                mouseY = ( event.clientY - windowHalfY ) * 10;
            }
            function animate() {
                requestAnimationFrame( animate );
                render();
                stats.update();
            }
            function render() {
                var time = Date.now() * 0.001;
                var rx = Math.sin( time * 0.7 ) * 0.5,
                    ry = Math.sin( time * 0.3 ) * 0.5,
                    rz = Math.sin( time * 0.2 ) * 0.5;
                camera.position.x += ( mouseX - camera.position.x ) * .05;
                camera.position.y += ( - mouseY - camera.position.y ) * .05;
                camera.lookAt( scene.position );
                group.rotation.x = rx;
                group.rotation.y = ry;
                group.rotation.z = rz;
                renderer.render( scene, camera );
            }
            </script></body></html>
    Last edited by VIPStephan; 04-21-2016 at 07:40 AM. Reason: added code BB tags


 

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