from pyodide.ffi import create_proxy, to_js
from js import window
from js import Math
from js import THREE
from js import performance
from js import Object
from js import document
import asyncio
mouse = THREE.Vector2.new();
renderer = THREE.WebGLRenderer.new({"antialias":True})
renderer.setSize(1000, 1000)
renderer.shadowMap.enabled = False
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.shadowMap.needsUpdate = True
document.body.appendChild( renderer.domElement )
import js, pyodide
def onMouseMove(event):
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
js.document.addEventListener('mousemove', pyodide.ffi.create_proxy(onMouseMove))
camera = THREE.PerspectiveCamera.new( 35, window.innerWidth / window.innerHeight, 1, 500 )
scene = THREE.Scene.new()
cameraRange = 3
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize( window.innerWidth, window.innerHeight )
setcolor = "#000000"
scene.background = THREE.Color.new(setcolor)
scene.fog = THREE.Fog.new(setcolor, 2.5, 3.5);
sceneGroup = THREE.Object3D.new();
particularGroup = THREE.Object3D.new();
def mathRandom(num = 1):
setNumber = - Math.random() * num + Math.random() * num
return setNumber
particularGroup = THREE.Object3D.new();
modularGroup = THREE.Object3D.new();
perms = {"flatShading":True, "color":"#111111", "transparent":False, "opacity":1, "wireframe":False}
perms = Object.fromEntries(to_js(perms))
particle_perms = {"color":"#FFFFFF", "side":THREE.DoubleSide}
particle_perms = Object.fromEntries(to_js(particle_perms))
def create_cubes(mathRandom, modularGroup):
i = 0
while i < 30:
geometry = THREE.IcosahedronGeometry.new();
material = THREE.MeshStandardMaterial.new(perms);
cube = THREE.Mesh.new(geometry, material);
cube.speedRotation = Math.random() * 0.1;
cube.positionX = mathRandom();
cube.positionY = mathRandom();
cube.positionZ = mathRandom();
cube.castShadow = True;
cube.receiveShadow = True;
newScaleValue = mathRandom(0.3);
cube.scale.set(newScaleValue,newScaleValue,newScaleValue);
cube.rotation.x = mathRandom(180 * Math.PI / 180);
cube.rotation.y = mathRandom(180 * Math.PI / 180);
cube.rotation.z = mathRandom(180 * Math.PI / 180);
cube.position.set(cube.positionX, cube.positionY, cube.positionZ);
modularGroup.add(cube);
i += 1
create_cubes(mathRandom, modularGroup)
def generateParticle(mathRandom, particularGroup, num, amp = 2):
gmaterial = THREE.MeshPhysicalMaterial.new(particle_perms);
gparticular = THREE.CircleGeometry.new(0.2,5);
i = 0
while i < num:
pscale = 0.001+Math.abs(mathRandom(0.03));
particular = THREE.Mesh.new(gparticular, gmaterial);
particular.position.set(mathRandom(amp),mathRandom(amp),mathRandom(amp));
particular.rotation.set(mathRandom(),mathRandom(),mathRandom());
particular.scale.set(pscale,pscale,pscale);
particular.speedValue = mathRandom(1);
particularGroup.add(particular);
i += 1
generateParticle(mathRandom, particularGroup, 200, 2)
sceneGroup.add(particularGroup);
scene.add(modularGroup);
scene.add(sceneGroup);
camera.position.set(0, 0, cameraRange);
cameraValue = False;
ambientLight = THREE.AmbientLight.new(0xFFFFFF, 0.1);
light = THREE.SpotLight.new(0xFFFFFF, 3);
light.position.set(5, 5, 2);
light.castShadow = True;
light.shadow.mapSize.width = 10000;
light.shadow.mapSize.height = light.shadow.mapSize.width;
light.penumbra = 0.5;
lightBack = THREE.PointLight.new(0x0FFFFF, 1);
lightBack.position.set(0, -3, -1);
scene.add(sceneGroup);
scene.add(light);
scene.add(lightBack);
rectSize = 2
intensity = 14
rectLight = THREE.RectAreaLight.new( 0x0FFFFF, intensity, rectSize, rectSize )
rectLight.position.set( 0, 0, 1 )
rectLight.lookAt( 0, 0, 0 )
scene.add( rectLight )
raycaster = THREE.Raycaster.new();
uSpeed = 0.1
time = 0.0003;
camera.lookAt(scene.position)
async def main():
while True:
time = performance.now() * 0.0003;
i = 0
while i < particularGroup.children.length:
newObject = particularGroup.children[i];
newObject.rotation.x += newObject.speedValue/10;
newObject.rotation.y += newObject.speedValue/10;
newObject.rotation.z += newObject.speedValue/10;
i += 1
i = 0
while i < modularGroup.children.length:
newCubes = modularGroup.children[i];
newCubes.rotation.x += 0.008;
newCubes.rotation.y += 0.005;
newCubes.rotation.z += 0.003;
newCubes.position.x = Math.sin(time * newCubes.positionZ) * newCubes.positionY;
newCubes.position.y = Math.cos(time * newCubes.positionX) * newCubes.positionZ;
newCubes.position.z = Math.sin(time * newCubes.positionY) * newCubes.positionX;
i += 1
particularGroup.rotation.y += 0.005;
modularGroup.rotation.y -= ((mouse.x * 4) + modularGroup.rotation.y) * uSpeed;
modularGroup.rotation.x -= ((-mouse.y * 4) + modularGroup.rotation.x) * uSpeed;
renderer.render( scene, camera )
await asyncio.sleep(0.02)
asyncio.ensure_future(main())