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Interactive particles text In Code pen BY HIGH TECH 7

 



SOURCE CODE LINK = !!CLICK HERE !!

SOURCE CODE DIRECT LINK = !! CLICK HERE!!

HTML 

<script type="x-shader/x-vertex" id="vertexshader">

  attribute float size;
  attribute vec3 customColor;
  varying vec3 vColor;

  void main() {

    vColor = customColor;
    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
    gl_PointSize = size * ( 300.0 / -mvPosition.z );
    gl_Position = projectionMatrix * mvPosition;

  }

</script>
<script type="x-shader/x-fragment" id="fragmentshader">

 uniform vec3 color;
 uniform sampler2D pointTexture;

 varying vec3 vColor;

 void main() {

   gl_FragColor = vec4( color * vColor, 1.0 );
   gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );

 }
</script>

<div id="magic"></div>
<div class="playground">
  <div class="bottomPosition">
     <a href="http://sanprieto.es/" target="_blank"><svg class="logo"
     xmlns="http://www.w3.org/2000/svg" viewBox="0 0 278.8 278.8"><circle
     fill="#000205" cx="139.4" cy="139.4" r="139.4"/><g fill="none"
     stroke="#FFF" stroke-width="6.062" stroke-miterlimit="10"><path
     d="M214 183.4l-74.6 43.1-75.5-43.6V95.8l75.5-43.5 75.4 43.5v59.8l-11.3 6.5z"
/><path
     d="M139.4 226.5l-18.8-38.2 18.8 10.8 75.4-43.5M63.9 95.8l75.3 43.6 75.6-43.
6M139.2
     139.4v59.7"/></g>
       </svg></a>
         </div>
</div>


CSS

@import url('https://fonts.googleapis.com/css2?family=Roboto&display=swap');
html, body {
 
  margin: 0;
  height: 100%;
  overflow: hidden;
  font-family: 'Roboto' !important;
  color: white;
  font-size: 9px;
}

#magic {

  position: fixed;
  width: 100%;
  height: 100vh;
  display: block;
  top: 0;
  left: 0;
  z-index: -9999;
}

.playground{

  position: fixed;
  width: 100%;
  height: 100vh;
  display: block;
  top: 0;
  left: 0;
  display: flex;
  flex-wrap: nowrap;
  flex-direction: column;
  justify-content: flex-end;
  align-items: center;

}
.bottomPosition{

  text-align: center;
  margin-bottom: 50px;
 
}
.minText{
 
  font-size: 14px;
}

a {
  color: white;
  font-size: 12px;
  text-decoration: none;
}

.logo {
    width: 50px;
    height: 50px;
}

JS

const preload = () => {

  let manager = new THREE.LoadingManager();
  manager.onLoad = function() {
    const environment = new Environment( typo, particle );
  }

  var typo = null;
  const loader = new THREE.FontLoader( manager );
  const font = loader.load('https://res.cloudinary.com/dydre7amr/raw/upload
/v1612950355/font_zsd4dr.json', function ( font ) { typo = font; });
  const particle = new THREE.TextureLoader( manager ).load( 'https://res.
cloudinary.com/dfvtkoboz/image/upload/v1605013866/particle_a64uzf.png');

}

if ( document.readyState === "complete" || (document.readyState !== "loading" &&
!document.documentElement.doScroll))
  preload ();
else
  document.addEventListener("DOMContentLoaded", preload );

class Environment {

  constructor( font, particle ){

    this.font = font;
    this.particle = particle;
    this.container = document.querySelector( '#magic' );
    this.scene = new THREE.Scene();
    this.createCamera();
    this.createRenderer();
    this.setup()
    this.bindEvents();
  }

  bindEvents(){

    window.addEventListener( 'resize', this.onWindowResize.bind( this ));
   
  }

  setup(){

    this.createParticles = new CreateParticles( this.scene, this.font,            
this.particle, this.camera, this.renderer );
  }

  render() {
   
     this.createParticles.render()
     this.renderer.render( this.scene, this.camera )
  }

  createCamera() {

    this.camera = new THREE.PerspectiveCamera( 65, this.container.clientWidth /  
this.container.clientHeight, 1, 10000 );
    this.camera.position.set( 0,0, 100 );

  }

  createRenderer() {

    this.renderer = new THREE.WebGLRenderer();
    this.renderer.setSize( this.container.clientWidth, this.container.clientHeight );

    this.renderer.setPixelRatio( Math.min( window.devicePixelRatio, 2));

    this.renderer.outputEncoding = THREE.sRGBEncoding;
    this.container.appendChild( this.renderer.domElement );

    this.renderer.setAnimationLoop(() => { this.render() })

  }

  onWindowResize(){

    this.camera.aspect = this.container.clientWidth / this.container.clientHeight;
    this.camera.updateProjectionMatrix();
    this.renderer.setSize( this.container.clientWidth, this.container.clientHeight );

  }
}

class CreateParticles {
 
  constructor( scene, font, particleImg, camera, renderer ) {
   
    this.scene = scene;
    this.font = font;
    this.particleImg = particleImg;
    this.camera = camera;
    this.renderer = renderer;
   
    this.raycaster = new THREE.Raycaster();
    this.mouse = new THREE.Vector2(-200, 200);
   
    this.colorChange = new THREE.Color();

    this.buttom = false;

    this.data = {

      text: 'FUTURE\nIS NOW',
      amount: 1500,
      particleSize: 1,
      particleColor: 0xffffff,
      textSize: 16,
      area: 250,
      ease: .05,
    }

    this.setup();
    this.bindEvents();

  }


  setup(){

    const geometry = new THREE.PlaneGeometry( this.visibleWidthAtZDepth( 100, this.
camera ), this.visibleHeightAtZDepth( 100, this.camera ));
    const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, transparent:
true } );
    this.planeArea = new THREE.Mesh( geometry, material );
    this.planeArea.visible = false;
    this.createText();

  }

  bindEvents() {

    document.addEventListener( 'mousedown', this.onMouseDown.bind( this ));
    document.addEventListener( 'mousemove', this.onMouseMove.bind( this ));
    document.addEventListener( 'mouseup', this.onMouseUp.bind( this ));
   
  }

  onMouseDown(){
   
    this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
    this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

    const vector = new THREE.Vector3( this.mouse.x, this.mouse.y, 0.5);
    vector.unproject( this.camera );
    const dir = vector.sub( this.camera.position ).normalize();
    const distance = - this.camera.position.z / dir.z;
    this.currenPosition = this.camera.position.clone().add( dir.multiplyScalar
    ( distance ) );
   
    const pos = this.particles.geometry.attributes.position;
    this.buttom = true;
    this.data.ease = .01;
   
  }

  onMouseUp(){

    this.buttom = false;
    this.data.ease = .05;
  }

  onMouseMove( ) {

      this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
      this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

  }

  render( level ){

    const time = ((.001 * performance.now())%12)/12;
    const zigzagTime = (1 + (Math.sin( time * 2 * Math.PI )))/6;

    this.raycaster.setFromCamera( this.mouse, this.camera );

    const intersects = this.raycaster.intersectObject( this.planeArea );

    if ( intersects.length > 0 ) {

      const pos = this.particles.geometry.attributes.position;
      const copy = this.geometryCopy.attributes.position;
      const coulors = this.particles.geometry.attributes.customColor;
      const size = this.particles.geometry.attributes.size;

        const mx = intersects[ 0 ].point.x;
        const my = intersects[ 0 ].point.y;
        const mz = intersects[ 0 ].point.z;

        for ( var i = 0, l = pos.count; i < l; i++) {

          const initX = copy.getX(i);
          const initY = copy.getY(i);
          const initZ = copy.getZ(i);

          let px = pos.getX(i);
          let py = pos.getY(i);
          let pz = pos.getZ(i);

          this.colorChange.setHSL( .5, 1 , 1 )
          coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
          this.colorChange.b )
          coulors.needsUpdate = true;

          size.array[ i ]  = this.data.particleSize;
          size.needsUpdate = true;

          let dx = mx - px;
          let dy = my - py;
          const dz = mz - pz;

          const mouseDistance = this.distance( mx, my, px, py )
          let d = ( dx = mx - px ) * dx + ( dy = my - py ) * dy;
          const f = - this.data.area/d;

          if( this.buttom ){

            const t = Math.atan2( dy, dx );
            px -= f * Math.cos( t );
            py -= f * Math.sin( t );

            this.colorChange.setHSL( .5 + zigzagTime, 1.0 , .5 )
            coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
            this.colorChange.b )
            coulors.needsUpdate = true;

            if ((px > (initX + 70)) || ( px < (initX - 70)) || (py > (initY + 70)
            || ( py < (initY - 70)))){

              this.colorChange.setHSL( .15, 1.0 , .5 )
              coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
                this.colorChange.b )
              coulors.needsUpdate = true;

            }

          }else{
         
            if( mouseDistance < this.data.area ){

              if(i%5==0){

                const t = Math.atan2( dy, dx );
                px -= .03 * Math.cos( t );
                py -= .03 * Math.sin( t );

                this.colorChange.setHSL( .15 , 1.0 , .5 )
                coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
                this.colorChange.b )
                coulors.needsUpdate = true;

              size.array[ i ]  =  this.data.particleSize /1.2;
              size.needsUpdate = true;

              }else{

                const t = Math.atan2( dy, dx );
                px += f * Math.cos( t );
                py += f * Math.sin( t );

                pos.setXYZ( i, px, py, pz );
                pos.needsUpdate = true;

                size.array[ i ]  = this.data.particleSize * 1.3 ;
                size.needsUpdate = true;
              }

              if ((px > (initX + 10)) || ( px < (initX - 10)) || (py >
              (initY + 10) || ( py < (initY - 10)))){

                this.colorChange.setHSL( .15, 1.0 , .5 )
                coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
                this.colorChange.b )
                coulors.needsUpdate = true;

                size.array[ i ]  = this.data.particleSize /1.8;
                size.needsUpdate = true;

              }
            }

          }

          px += ( initX  - px ) * this.data.ease;
          py += ( initY  - py ) * this.data.ease;
          pz += ( initZ  - pz ) * this.data.ease;

          pos.setXYZ( i, px, py, pz );
          pos.needsUpdate = true;

        }
    }
  }

  createText(){

    let thePoints = [];

    let shapes = this.font.generateShapes( this.data.text , this.data.textSize  );
    let geometry = new THREE.ShapeGeometry( shapes );
    geometry.computeBoundingBox();
 
    const xMid = - 0.5 * ( geometry.boundingBox.max.x - geometry.boundingBox.min.x );
    const yMid =  (geometry.boundingBox.max.y - geometry.boundingBox.min.y)/2.85;

    geometry.center();

    let holeShapes = [];

    for ( let q = 0; q < shapes.length; q ++ ) {

      let shape = shapes[ q ];

      if ( shape.holes && shape.holes.length > 0 ) {

        for ( let  j = 0; j < shape.holes.length; j ++ ) {

          let  hole = shape.holes[ j ];
          holeShapes.push( hole );
        }
      }

    }
    shapes.push.apply( shapes, holeShapes );

    let colors = [];
    let sizes = [];
         
    for ( let  x = 0; x < shapes.length; x ++ ) {

      let shape = shapes[ x ];

      const amountPoints = ( shape.type == 'Path') ? this.data.amount/2 :
this.data.amount;

      let points = shape.getSpacedPoints( amountPoints ) ;

      points.forEach( ( element, z ) => {
           
        const a = new THREE.Vector3( element.x, element.y, 0 );
        thePoints.push( a );
        colors.push( this.colorChange.r, this.colorChange.g, this.colorChange.b);
        sizes.push( 1 )

        });
    }

    let geoParticles = new THREE.BufferGeometry().setFromPoints( thePoints );
    geoParticles.translate( xMid, yMid, 0 );
       
    geoParticles.setAttribute( 'customColor', new THREE.Float32BufferAttribute
( colors, 3 ) );
    geoParticles.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1) );

    const material = new THREE.ShaderMaterial( {

      uniforms: {
        color: { value: new THREE.Color( 0xffffff ) },
        pointTexture: { value: this.particleImg }
      },
      vertexShader: document.getElementById( 'vertexshader' ).textContent,
      fragmentShader: document.getElementById( 'fragmentshader' ).textContent,

      blending: THREE.AdditiveBlending,
      depthTest: false,
      transparent: true,
    } );

    this.particles = new THREE.Points( geoParticles, material );
    this.scene.add( this.particles );

    this.geometryCopy = new THREE.BufferGeometry();
    this.geometryCopy.copy( this.particles.geometry );
   
  }

  visibleHeightAtZDepth ( depth, camera ) {

    const cameraOffset = camera.position.z;
    if ( depth < cameraOffset ) depth -= cameraOffset;
    else depth += cameraOffset;

    const vFOV = camera.fov * Math.PI / 180;

    return 2 * Math.tan( vFOV / 2 ) * Math.abs( depth );
  }

  visibleWidthAtZDepth( depth, camera ) {

    const height = this.visibleHeightAtZDepth( depth, camera );
    return height * camera.aspect;

  }

  distance (x1, y1, x2, y2){
     
      return Math.sqrt(Math.pow((x1 - x2), 2) + Math.pow((y1 - y2), 2));
  }
}












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