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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Three.js Spaceship Fly-Through</title>
    <style>
        body { margin: 0; overflow: hidden; }
        canvas { display: block; }
    </style>
</head>
<body>
    <script type="importmap">
        {
            "imports": {
                "three": "https://unpkg.com/[email protected]/build/three.module.js",
                "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
            }
        }
    </script>
    <script type="module">
        import * as THREE from 'three';
        import { WebGLRenderer } from 'three';

        // Scene setup
        const scene = new THREE.Scene();
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 5, 10);

        const renderer = new WebGLRenderer({ antialias: true });
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.setPixelRatio(window.devicePixelRatio);
        document.body.appendChild(renderer.domElement);

        // Lighting
        const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
        scene.add(ambientLight);
        const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
        directionalLight.position.set(1, 1, 1);
        scene.add(directionalLight);

        // Spaceship (simple cone)
        const shipGeometry = new THREE.ConeGeometry(0.5, 2, 32);
        const shipMaterial = new THREE.MeshStandardMaterial({ color: 0x00ff00, metalness: 0.8, roughness: 0.2 });
        const spaceship = new THREE.Mesh(shipGeometry, shipMaterial);
        spaceship.position.set(0, 0, 0);
        scene.add(spaceship);

        // Particle system for buildings
        const buildingCount = 50; // Reduced for performance
        const buildingGeometry = new THREE.BufferGeometry();
        const buildingPositions = new Float32Array(buildingCount * 3);
        const buildingColors = new Float32Array(buildingCount * 3);
        const buildingSizes = new Float32Array(buildingCount);

        for (let i = 0; i < buildingCount; i++) {
            buildingPositions[i * 3] = (Math.random() - 0.5) * 200;
            buildingPositions[i * 3 + 1] = Math.random() * 10;
            buildingPositions[i * 3 + 2] = (Math.random() - 0.5) * 200;
            buildingColors[i * 3] = 0.2;
            buildingColors[i * 3 + 1] = 0.6;
            buildingColors[i * 3 + 2] = 1.0;
            buildingSizes[i] = Math.random() * 2 + 1;
        }

        buildingGeometry.setAttribute('position', new THREE.BufferAttribute(buildingPositions, 3));
        buildingGeometry.setAttribute('color', new THREE.BufferAttribute(buildingColors, 3));
        buildingGeometry.setAttribute('size', new THREE.BufferAttribute(buildingSizes, 1));

        const buildingMaterial = new THREE.PointsMaterial({
            size: 2,
            vertexColors: true,
            transparent: true,
            opacity: 0.7,
            sizeAttenuation: true
        });

        const buildings = new THREE.Points(buildingGeometry, buildingMaterial);
        scene.add(buildings);

        // Particle system for people
        const peopleCount = 100; // Reduced for performance
        const peopleGeometry = new THREE.BufferGeometry();
        const peoplePositions = new Float32Array(peopleCount * 3);
        const peopleColors = new Float32Array(peopleCount * 3);
        const peopleSizes = new Float32Array(peopleCount);

        for (let i = 0; i < peopleCount; i++) {
            peoplePositions[i * 3] = (Math.random() - 0.5) * 150;
            peoplePositions[i * 3 + 1] = Math.random() * 5;
            peoplePositions[i * 3 + 2] = (Math.random() - 0.5) * 150;
            peopleColors[i * 3] = 1.0;
            peopleColors[i * 3 + 1] = 0.8;
            peopleColors[i * 3 + 2] = 0.8;
            peopleSizes[i] = Math.random() * 0.5 + 0.2;
        }

        peopleGeometry.setAttribute('position', new THREE.BufferAttribute(peoplePositions, 3));
        peopleGeometry.setAttribute('color', new THREE.BufferAttribute(peopleColors, 3));
        peopleGeometry.setAttribute('size', new THREE.BufferAttribute(peopleSizes, 1));

        const peopleMaterial = new THREE.PointsMaterial({
            size: 0.5,
            vertexColors: true,
            transparent: true,
            opacity: 0.6,
            sizeAttenuation: true
        });

        const people = new THREE.Points(peopleGeometry, peopleMaterial);
        scene.add(people);

        // Instanced cubes
        const cubeCount = 30; // Reduced for performance
        const cubeGeometry = new THREE.BoxGeometry(1, 1, 1);
        const cubeMaterial = new THREE.MeshStandardMaterial({ color: 0xff00ff, metalness: 0.5, roughness: 0.4 });
        const cubeMesh = new THREE.InstancedMesh(cubeGeometry, cubeMaterial, cubeCount);

        const dummy = new THREE.Object3D();
        for (let i = 0; i < cubeCount; i++) {
            dummy.position.set(
                (Math.random() - 0.5) * 100,
                Math.random() * 10,
                (Math.random() - 0.5) * 100
            );
            dummy.scale.setScalar(Math.random() * 0.5 + 0.5);
            dummy.updateMatrix();
            cubeMesh.setMatrixAt(i, dummy.matrix);
        }
        scene.add(cubeMesh);

        // Camera movement
        let time = 0;
        function updateCamera() {
            time += 0.01;
            camera.position.z -= 0.5; // Forward movement
            camera.position.x = Math.sin(time * 0.5) * 5; // Side-to-side
            camera.position.y = Math.cos(time * 0.3) * 2 + 5; // Up-down
            camera.lookAt(new THREE.Vector3(0, 0, camera.position.z - 100));
        }

        // Parallax and repetition
        function updateObjects() {
            const positions = buildings.geometry.attributes.position.array;
            for (let i = 0; i < buildingCount; i++) {
                positions[i * 3 + 2] += 0.5;
                if (positions[i * 3 + 2] > camera.position.z + 100) {
                    positions[i * 3 + 2] -= 200;
                }
            }
            buildings.geometry.attributes.position.needsUpdate = true;

            const peoplePos = people.geometry.attributes.position.array;
            for (let i = 0; i < peopleCount; i++) {
                peoplePos[i * 3 + 2] += 0.7; // Faster for parallax
                if (peoplePos[i * 3 + 2] > camera.position.z + 100) {
                    peoplePos[i * 3 + 2] -= 200;
                }
            }
            people.geometry.attributes.position.needsUpdate = true;

            for (let i = 0; i < cubeCount; i++) {
                cubeMesh.getMatrixAt(i, dummy.matrix);
                dummy.matrix.decompose(dummy.position, dummy.quaternion, dummy.scale);
                dummy.position.z += 0.6;
                if (dummy.position.z > camera.position.z + 100) {
                    dummy.position.z -= 200;
                }
                dummy.updateMatrix();
                cubeMesh.setMatrixAt(i, dummy.matrix);
            }
            cubeMesh.instanceMatrix.needsUpdate = true;
        }

        // Animation loop
        function animate() {
            try {
                requestAnimationFrame(animate);
                updateCamera();
                updateObjects();
                renderer.render(scene, camera);
            } catch (error) {
                console.error('Rendering error:', error);
            }
        }

        animate();

        // Handle window resize
        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        });

        // Error handling for WebGL
        if (!renderer.getContext()) {
            console.error('WebGL is not supported in this browser.');
            alert('WebGL is not supported. Please use a modern browser like Chrome or Firefox.');
        }
    </script>
</body>
</html>