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| 1 | +// Infinity Loop Animation in Three.js for index.html |
| 2 | + |
| 3 | +const PARTICLE_COUNT = 2000; |
| 4 | +const LOOP_SCALE = Math.max(window.innerWidth, window.innerHeight) * 0.6; |
| 5 | + |
| 6 | + |
| 7 | + |
| 8 | +let renderer, scene, camera, points, geometry, positions, particles, sizes; |
| 9 | + |
| 10 | +function initInfinityLoopThree() { |
| 11 | + scene = new THREE.Scene(); |
| 12 | + camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000); |
| 13 | + renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); |
| 14 | + renderer.setClearColor(0x181825, 0); // transparent background |
| 15 | + renderer.setSize(window.innerWidth, window.innerHeight); |
| 16 | + // Update LOOP_SCALE for resize |
| 17 | + window.addEventListener('resize', () => { |
| 18 | + camera.aspect = window.innerWidth / window.innerHeight; |
| 19 | + camera.updateProjectionMatrix(); |
| 20 | + renderer.setSize(window.innerWidth, window.innerHeight); |
| 21 | + // Make the loop always overflow the view |
| 22 | + LOOP_SCALE = Math.max(window.innerWidth, window.innerHeight) * 0.6; |
| 23 | + camera.position.z = 400; |
| 24 | + }); |
| 25 | + const canvasEl = document.getElementById('particle-canvas'); |
| 26 | + if (canvasEl) { |
| 27 | + canvasEl.replaceWith(renderer.domElement); |
| 28 | + } else { |
| 29 | + document.body.appendChild(renderer.domElement); |
| 30 | + } |
| 31 | + renderer.domElement.id = 'particle-canvas'; |
| 32 | + renderer.domElement.style.position = 'absolute'; |
| 33 | + renderer.domElement.style.top = '0'; |
| 34 | + renderer.domElement.style.left = '0'; |
| 35 | + renderer.domElement.style.width = '100vw'; |
| 36 | + renderer.domElement.style.height = '100vh'; |
| 37 | + renderer.domElement.style.pointerEvents = 'none'; |
| 38 | + renderer.domElement.style.opacity = '0.4'; |
| 39 | + renderer.domElement.style.zIndex = '10'; |
| 40 | + |
| 41 | + |
| 42 | + geometry = new THREE.BufferGeometry(); |
| 43 | + positions = new Float32Array(PARTICLE_COUNT * 3); |
| 44 | + const colors = new Float32Array(PARTICLE_COUNT * 3); |
| 45 | + sizes = new Float32Array(PARTICLE_COUNT); |
| 46 | + const color = new THREE.Color(); |
| 47 | + |
| 48 | + particles = []; |
| 49 | + for (let i = 0; i < PARTICLE_COUNT; i++) { |
| 50 | + const t = Math.random(); |
| 51 | + // Ensure speed is always positive and not zero |
| 52 | + const speed = 0.00009 + Math.random() * 0.00002; // Slightly higher min speed |
| 53 | + const chaosAmplitude = Math.random() * 30 + 40; |
| 54 | + const chaosFrequency = Math.random() * 0.1 + 0.05; |
| 55 | + const chaosPhaseX = Math.random() * Math.PI * 2; |
| 56 | + const chaosPhaseY = Math.random() * Math.PI * 2; |
| 57 | + const size = Math.random() * 3 + 2; // Size between 2 and 5 |
| 58 | + particles.push({ t, speed, chaosAmplitude, chaosFrequency, chaosPhaseX, chaosPhaseY, size }); |
| 59 | + color.setHSL(0.62, 0.7, 0.95); // Soft white |
| 60 | + colors[i * 3] = color.r; |
| 61 | + colors[i * 3 + 1] = color.g; |
| 62 | + colors[i * 3 + 2] = color.b; |
| 63 | + sizes[i] = size; |
| 64 | + } |
| 65 | + geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)); |
| 66 | + geometry.setAttribute('customColor', new THREE.BufferAttribute(colors, 3)); |
| 67 | + geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1)); |
| 68 | + |
| 69 | + // Custom shader material for per-particle size |
| 70 | + const material = new THREE.ShaderMaterial({ |
| 71 | + uniforms: { |
| 72 | + color: { value: new THREE.Color(0xffffff) }, |
| 73 | + }, |
| 74 | + vertexColors: true, |
| 75 | + transparent: true, |
| 76 | + depthTest: false, |
| 77 | + blending: THREE.AdditiveBlending, |
| 78 | + vertexShader: ` |
| 79 | + attribute float size; |
| 80 | + attribute vec3 customColor; |
| 81 | + varying vec3 vColor; |
| 82 | + void main() { |
| 83 | + vColor = customColor; |
| 84 | + vec4 mvPosition = modelViewMatrix * vec4(position, 1.0); |
| 85 | + gl_PointSize = size * (300.0 / -mvPosition.z); |
| 86 | + gl_Position = projectionMatrix * mvPosition; |
| 87 | + } |
| 88 | + `, |
| 89 | + fragmentShader: ` |
| 90 | + varying vec3 vColor; |
| 91 | + void main() { |
| 92 | + float dist = length(gl_PointCoord - vec2(0.5)); |
| 93 | + if (dist > 0.5) discard; |
| 94 | + gl_FragColor = vec4(vColor, 0.85 * (1.0 - dist * 1.5)); |
| 95 | + } |
| 96 | + ` |
| 97 | + }); |
| 98 | + points = new THREE.Points(geometry, material); |
| 99 | + scene.add(points); |
| 100 | + |
| 101 | + camera.position.z = 400; |
| 102 | + |
| 103 | + animateInfinityLoop(); |
| 104 | +} |
| 105 | + |
| 106 | +function getInfinityPosition(t, time, particle) { |
| 107 | + const angle = t * Math.PI * 2; |
| 108 | + const denominator = 1 + Math.sin(angle) * Math.sin(angle); |
| 109 | + let x = (LOOP_SCALE * Math.cos(angle)) / denominator; |
| 110 | + let y = (LOOP_SCALE * Math.sin(angle) * Math.cos(angle)) / denominator; |
| 111 | + // Increase chaos for more dynamic movement |
| 112 | + const chaosX = Math.sin(time * particle.chaosFrequency + particle.chaosPhaseX) * (particle.chaosAmplitude * 0.7); |
| 113 | + const chaosY = Math.cos(time * particle.chaosFrequency + particle.chaosPhaseY) * (particle.chaosAmplitude * 0.7); |
| 114 | + // Remove synchronized turbulence for more natural chaos |
| 115 | + x += chaosX; |
| 116 | + y += chaosY; |
| 117 | + return [x, y, 0]; |
| 118 | +} |
| 119 | + |
| 120 | +function animateInfinityLoop() { |
| 121 | + requestAnimationFrame(animateInfinityLoop); |
| 122 | + const time = Date.now() * 0.001; |
| 123 | + for (let i = 0; i < PARTICLE_COUNT; i++) { |
| 124 | + const p = particles[i]; |
| 125 | + p.t += p.speed; |
| 126 | + // Always move forward, wrap around if needed |
| 127 | + if (p.t > 1) p.t -= 1; |
| 128 | + // No negative drift, so no need to check p.t < 0 |
| 129 | + const [x, y, z] = getInfinityPosition(p.t, time, p); |
| 130 | + positions[i * 3] = x; |
| 131 | + positions[i * 3 + 1] = y; |
| 132 | + positions[i * 3 + 2] = z; |
| 133 | + sizes[i] = p.size; |
| 134 | + } |
| 135 | + geometry.attributes.position.needsUpdate = true; |
| 136 | + geometry.attributes.size.needsUpdate = true; |
| 137 | + points.rotation.z += 0.001; |
| 138 | + renderer.render(scene, camera); |
| 139 | +} |
| 140 | + |
| 141 | +window.addEventListener('resize', () => { |
| 142 | + if (!renderer || !camera) return; |
| 143 | + camera.aspect = window.innerWidth / window.innerHeight; |
| 144 | + camera.updateProjectionMatrix(); |
| 145 | + renderer.setSize(window.innerWidth, window.innerHeight); |
| 146 | + camera.position.z = 400; |
| 147 | +}); |
| 148 | + |
| 149 | +// Initialize after Three.js is loaded |
| 150 | +initInfinityLoopThree(); |
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