<!DOCTYPE html> <html> <head> <title>three.js css3d - sprites</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link type="text/css" rel="stylesheet" href="main.css"> <style> body { background-color: #fff; color: #000; } a { color: #48f; } </style> </head> <body> <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> css3d - sprites</div> <div id="container"></div> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../build/three.module.js", "three/addons/": "./jsm/" } } </script> <script type="module"> import * as THREE from 'three'; import TWEEN from 'three/addons/libs/tween.module.js'; import { TrackballControls } from 'three/addons/controls/TrackballControls.js'; import { CSS3DRenderer, CSS3DSprite } from 'three/addons/renderers/CSS3DRenderer.js'; let camera, scene, renderer; let controls; const particlesTotal = 512; const positions = []; const objects = []; let current = 0; init(); animate(); function init() { camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 5000 ); camera.position.set( 600, 400, 1500 ); camera.lookAt( 0, 0, 0 ); scene = new THREE.Scene(); const image = document.createElement( 'img' ); image.addEventListener( 'load', function () { for ( let i = 0; i < particlesTotal; i ++ ) { const object = new CSS3DSprite( image.cloneNode() ); object.position.x = Math.random() * 4000 - 2000, object.position.y = Math.random() * 4000 - 2000, object.position.z = Math.random() * 4000 - 2000; scene.add( object ); objects.push( object ); } transition(); } ); image.src = 'textures/sprite.png'; // Plane const amountX = 16; const amountZ = 32; const separationPlane = 150; const offsetX = ( ( amountX - 1 ) * separationPlane ) / 2; const offsetZ = ( ( amountZ - 1 ) * separationPlane ) / 2; for ( let i = 0; i < particlesTotal; i ++ ) { const x = ( i % amountX ) * separationPlane; const z = Math.floor( i / amountX ) * separationPlane; const y = ( Math.sin( x * 0.5 ) + Math.sin( z * 0.5 ) ) * 200; positions.push( x - offsetX, y, z - offsetZ ); } // Cube const amount = 8; const separationCube = 150; const offset = ( ( amount - 1 ) * separationCube ) / 2; for ( let i = 0; i < particlesTotal; i ++ ) { const x = ( i % amount ) * separationCube; const y = Math.floor( ( i / amount ) % amount ) * separationCube; const z = Math.floor( i / ( amount * amount ) ) * separationCube; positions.push( x - offset, y - offset, z - offset ); } // Random for ( let i = 0; i < particlesTotal; i ++ ) { positions.push( Math.random() * 4000 - 2000, Math.random() * 4000 - 2000, Math.random() * 4000 - 2000 ); } // Sphere const radius = 750; for ( let i = 0; i < particlesTotal; i ++ ) { const phi = Math.acos( - 1 + ( 2 * i ) / particlesTotal ); const theta = Math.sqrt( particlesTotal * Math.PI ) * phi; positions.push( radius * Math.cos( theta ) * Math.sin( phi ), radius * Math.sin( theta ) * Math.sin( phi ), radius * Math.cos( phi ) ); } // renderer = new CSS3DRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.getElementById( 'container' ).appendChild( renderer.domElement ); // controls = new TrackballControls( camera, renderer.domElement ); // window.addEventListener( 'resize', onWindowResize ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function transition() { const offset = current * particlesTotal * 3; const duration = 2000; for ( let i = 0, j = offset; i < particlesTotal; i ++, j += 3 ) { const object = objects[ i ]; new TWEEN.Tween( object.position ) .to( { x: positions[ j ], y: positions[ j + 1 ], z: positions[ j + 2 ] }, Math.random() * duration + duration ) .easing( TWEEN.Easing.Exponential.InOut ) .start(); } new TWEEN.Tween( this ) .to( {}, duration * 3 ) .onComplete( transition ) .start(); current = ( current + 1 ) % 4; } function animate() { requestAnimationFrame( animate ); TWEEN.update(); controls.update(); const time = performance.now(); for ( let i = 0, l = objects.length; i < l; i ++ ) { const object = objects[ i ]; const scale = Math.sin( ( Math.floor( object.position.x ) + time ) * 0.002 ) * 0.3 + 1; object.scale.set( scale, scale, scale ); } renderer.render( scene, camera ); } </script> </body> </html>