Blinking Hello Kitty Angel

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3D로 만드는 움직이는 애니메이션

xoouxa 2023. 3. 21. 16:27

“ 지연되는 프로젝트에 인력을 더 투입하면 오히려 더 늦어진다. ”

- Frederick Philips Brooks
Mythical Man-Month 저자
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코드입니다.

<!DOCTYPE html>
<html lang="ko">
<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <style>
        * {
            margin: 0;
            padding: 0;
        }
        html {
            width: 100%;
            height: 100vh;
            overflow: hidden;
            background: rgb(237,150,188);
            background: radial-gradient(circle, rgba(237,150,188,1) 0%, rgba(96,219,236,1) 100%);
        }
    </style>
</head>
<body>
    <div id="canvas"></div>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js"></script>
    <script>
        let renderer, scene, camera, composer, circle, skelet, particle;
        window.onload = function(){
            init();
            animate();
        }
        function init(){
            renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
            renderer.setPixelRatio((window.devicePixelRatio) ? window.devicePixelRatio : 1);
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.autoClear = false;
            renderer.setClearColor(0x000000, 0.0);
            document.getElementById('canvas').appendChild(renderer.domElement);
            scene = new THREE.Scene();
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
            camera.position.z = 400;
            scene.add(camera);
            // 원
            circle = new THREE.Object3D();
            skelet = new THREE.Object3D();
            particle = new THREE.Object3D();

            // 화면 추가
            scene.add(circle);
            scene.add(skelet);
            scene.add(particle);
            
            let geom = new THREE.IcosahedronGeometry(7, 1);
            let mat = new THREE.MeshPhongMaterial({
                color: 0xffffff,
                shading: THREE.FlatShading
            });
            let planet = new THREE.Mesh(geom, mat);
            planet.scale.x = planet.scale.y = planet.scale.z = 16;
            circle.add(planet);

            let goem2 = new THREE.IcosahedronGeometry(15, 1);
            let mat2 = new THREE.MeshPhongMaterial({
                color: 0xffffff,
                wireframe: true,
                side: THREE.DoubleSide
            });

            //원 추가
            let planet2 = new THREE.Mesh(goem2, mat2);
            planet2.scale.x = planet2.scale.y = planet2.scale.z = 10;
            skelet.add(planet2);

            let geometry = new THREE.TetrahedronGeometry(2, 0);
            let material = new THREE.MeshPhongMaterial({
                color: 0xffffff,
                shading: THREE.Flatshading
            })
            for(let i=0; i<1000; i++){
                let mesh = new THREE.Mesh(geometry, material);
                mesh.position.set(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize();
                mesh.position.multiplyScalar(90 + (Math.random() * 700));
                mesh.rotation.set(Math.random()*2, Math.random()*2, Math.random()*2);
                particle.add(mesh);
            }

            //조명

            let lights = [];
            lights[0] = new THREE.DirectionalLight(0xffffff,1);
            lights[0].position.set(1,0,0);
            lights[1] = new THREE.DirectionalLight(0xe7e994,1);
            lights[1].position.set(0.75,1,0.75);
            lights[2] = new THREE.DirectionalLight(0xc6e994,1);
            lights[2].position.set(-0.75,-1,0.5);
            scene.add(lights[0]);
            scene.add(lights[1]);
            scene.add(lights[2]);

            //조명
            let ambientLight = new THREE.AmbientLight(0xebec60);
            scene.add(ambientLight);

            window.addEventListener("resize", onWindowResize, false);
        }
        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }
        function animate(){
            requestAnimationFrame(animate);

            circle.rotation.x -= 0.003;
            circle.rotation.y -= 0.004;
            skelet.rotation.x -= 0.003;
            skelet.rotation.y -= 0.004;
            particle.rotation.x += 0.001;
            particle.rotation.y += 0.004;
            renderer.clear();

            renderer.render(scene, camera);
        }

    </script>
</body>
</html>

 

 

완성본 입니다.