• 01 - Critter Models 02
  • 02 - VantaJS Shaders
  • 03 - App Bundle 02
  • 04 - Cathedrals
  • 05 - App Bundle 01
  • 06 - Retroscopic
  • 07 - Games
  • 08 - Voronoi
  • 09 - Terrain
  • 10 - Critter Models 01
  • 11 - Chromatophores
  • 12 - Conformal Maps
  • 13 - Echo Logix
  • 14 - Music
  • 15 - Colour Theory
MIKE'S NOTEBOOK
Notes
Number:
Project:
07Games
└ Rockfall└ Speak & Math└ Space Invaders└ Apache└ Asteroids└ Molly Roger└ Carrom└ Chess└ Connect 4└ Anagrams
08Voronoi
└ 001└ 002└ 003└ 004└ 005
09Terrain
└ Simple Polygon└ Simple Flyover└ Infinite Flyover 01└ Infinite Flyover 02└ Hexagonal Plane└ Mountain Ridges
10Critter Models 01
└ Wireframe Spider└ Wireframe Fly└ Wireframe Scorpion└ Wireframe Mosquito└ Wireframe Bee└ Wireframe Butterfly└ Wireframe Locust
11Chromatophores
└ 01└ 02└ 03└ 04
12Conformal Maps
└ 01└ 02└ 03└ 04└ 05
02 / 03

WIREFRAME FLY - THREEJS PROCEDURAL ANIMATION SOURCE CODE

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Aether — Fly</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <style>
        * { margin: 0; padding: 0; box-sizing: border-box; }
        body { background: #000; overflow: hidden; height: 100vh; cursor: grab; }
        body.dragging { cursor: grabbing; }
        #bgCanvas { position: absolute; top: 0; left: 0; width: 100%; height: 100%; z-index: 1; }
        #animationCanvas { position: absolute; top: 0; left: 0; width: 100%; height: 100%; z-index: 2; }
    </style>
</head>
<body>
    <canvas id="bgCanvas"></canvas>
    <canvas id="animationCanvas"></canvas>

    <script>
        const colors = {
            primary: 0x4db8d4,
            dark1:   0x0d2a3a,
            dark3:   0x000000,
            light:   0xaee8f5
        };

        // ── THEME SYNC ──
        function syncTheme() {
            try {
                let isDark = true;
                if (window.parent && window.parent.document) {
                    isDark = window.parent.document.documentElement.classList.contains('dark');
                }
                if (!isDark) {
                    document.body.style.backgroundColor = '#ffffff';
                    colors.dark3 = 0xffffff;
                    colors.dark1 = 0xcccccc;
                    if (typeof scene !== 'undefined' && scene) {
                        scene.background = new THREE.Color(colors.dark3);
                    }
                } else {
                    document.body.style.backgroundColor = '#000000';
                    colors.dark3 = 0x000000;
                    colors.dark1 = 0x0d2a3a;
                    if (typeof scene !== 'undefined' && scene) {
                        scene.background = new THREE.Color(colors.dark3);
                    }
                }
            } catch (e) {}
        }
        syncTheme();
        if (window.parent && window.parent.document) {
            try {
                var observer = new MutationObserver(syncTheme);
                observer.observe(window.parent.document.documentElement, { attributes: true, attributeFilter: ['class'] });
            } catch(e) {}
        }

        // ── Background ──
        const bgCanvas = document.getElementById('bgCanvas');
        const bgCtx = bgCanvas.getContext('2d');
        const pixelSize = 8;
        let cols, rows, pixels = [];

        // Precomputed color ramp so we don't build strings every pixel, every frame
        const RAMP_STEPS = 48;
        const ramp = Array.from({ length: RAMP_STEPS + 1 }, (_, i) => {
            const b = (i / RAMP_STEPS) * 0.4;
            return `rgb(${Math.floor(b*10)},${Math.floor(b*30)},${Math.floor(b*50)})`;
        });

        function initBackground() {
            bgCanvas.width = window.innerWidth;
            bgCanvas.height = window.innerHeight;
            cols = Math.ceil(bgCanvas.width / pixelSize);
            rows = Math.ceil(bgCanvas.height / pixelSize);
            pixels = [];
            for (let i = 0; i < cols * rows; i++)
                pixels.push({ brightness: Math.random() * 0.3, speed: 0.001 + Math.random() * 0.003 });
        }

        let bgFrame = 0;
        function animateBackground() {
            // Half the frame rate is imperceptible here and halves the fill cost
            if ((bgFrame++ & 1) === 0) {
                for (let y = 0; y < rows; y++) {
                    for (let x = 0; x < cols; x++) {
                        const p = pixels[y * cols + x];
                        p.brightness += p.speed * 2;
                        if (p.brightness > 0.4) p.brightness = 0;
                        bgCtx.fillStyle = ramp[Math.min(RAMP_STEPS, (p.brightness * RAMP_STEPS / 0.4) | 0)];
                        bgCtx.fillRect(x * pixelSize, y * pixelSize, pixelSize, pixelSize);
                    }
                }
            }
            requestAnimationFrame(animateBackground);
        }

        // ── Three.js ──
        const renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('animationCanvas'), antialias: true, alpha: true });
        let scene, camera, insect;
        let abdomenGroup, antennae = [], wings = [], legs = [];

        function updateSize() {
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
        }

        function updateCamera() {
            const w = window.innerWidth;
            if (w < 480)      { camera.position.set(0, 1.5, 3.8); camera.fov = 55; }
            else if (w < 768) { camera.position.set(0, 1.3, 3.2); camera.fov = 50; }
            else              { camera.position.set(0, 1.0, 2.6); camera.fov = 45; }
            camera.lookAt(0, 0, -0.4);
            camera.updateProjectionMatrix();
        }

        // Wireframe MeshBasicMaterial ignores lights, so materials can be
        // shared freely — one per color instead of one per mesh.
        const matCache = new Map();
        function mat(color) {
            if (!matCache.has(color))
                matCache.set(color, new THREE.MeshBasicMaterial({ color, wireframe: true }));
            return matCache.get(color);
        }

        function tube(p0, p1, radius, color, mid) {
            const pts = mid ? [p0, mid, p1] : [p0, p1];
            const curve = new THREE.CatmullRomCurve3(pts);
            return new THREE.Mesh(new THREE.TubeGeometry(curve, 8, radius, 6, false), mat(color));
        }

        function ball(r, color, x, y, z, sx=1, sy=1, sz=1) {
            const m = new THREE.Mesh(new THREE.SphereGeometry(r, 20, 20), mat(color));
            m.position.set(x, y, z);
            m.scale.set(sx, sy, sz);
            return m;
        }

        function createInsect() {
            const group = new THREE.Group();

            // ── HEAD ──
            group.add(ball(0.22, colors.dark1, 0, 0.08, 1.35, 1, 0.95, 1));

            // Compound eyes — hemispheres wrapped onto the head sides
            const eyeGeo = new THREE.SphereGeometry(0.18, 20, 20, 0, Math.PI);
            [-1, 1].forEach(side => {
                const eye = new THREE.Mesh(eyeGeo, mat(colors.light));
                eye.position.set(side * 0.2, 0.1, 1.38);
                eye.rotation.y = side * Math.PI * 0.35;
                eye.scale.set(1, 0.9, 0.7);
                group.add(eye);
            });

            // ── ANTENNAE ── pivoting groups so they can sway
            [-1, 1].forEach(side => {
                const grp = new THREE.Group();
                grp.position.set(side * 0.12, 0.18, 1.35);

                const pts = [];
                const segs = 14;
                for (let i = 0; i < segs; i++) {
                    const t = i / (segs - 1);
                    pts.push(new THREE.Vector3(
                        side * t * 0.35,
                        t * 0.55 - t * t * 0.15,
                        t * 0.18 - t * t * 0.3
                    ));
                }
                const curve = new THREE.CatmullRomCurve3(pts);
                grp.add(new THREE.Mesh(new THREE.TubeGeometry(curve, 12, 0.008, 6, false), mat(colors.dark1)));

                group.add(grp);
                antennae.push({ group: grp, side });
            });

            // ── THORAX ──
            const thorax = ball(0.3, colors.primary, 0, 0.12, 0.72, 0.95, 1.05, 1.5);
            thorax.geometry = new THREE.SphereGeometry(0.3, 28, 28);
            group.add(thorax);

            // Scutellum
            group.add(ball(0.14, colors.primary, 0, 0.33, 0.55, 0.9, 0.7, 1.1));

            // Pronotum collar
            const proto = new THREE.Mesh(new THREE.CylinderGeometry(0.12, 0.18, 0.18, 16), mat(colors.dark1));
            proto.position.set(0, 0.1, 1.05);
            proto.rotation.x = Math.PI * 0.5;
            group.add(proto);

            // ── ABDOMEN ── one pivoting group at the waist so it can flex/breathe
            abdomenGroup = new THREE.Group();
            abdomenGroup.position.set(0, 0.08, -0.05);
            group.add(abdomenGroup);

            const abdSegs = 8;
            for (let i = 0; i < abdSegs; i++) {
                const t = i / (abdSegs - 1);
                const r = 0.17 * (1 - t * 0.72);
                const seg = new THREE.Mesh(
                    new THREE.CylinderGeometry(r * 0.88, r, 0.32, 14, 2),
                    mat(i % 2 === 0 ? colors.primary : colors.dark1)
                );
                const z = -0.07 - i * 0.34;
                const y = -i * i * 0.012;
                seg.position.set(0, y, z);
                seg.rotation.x = Math.PI * 0.5 + i * 0.018;
                abdomenGroup.add(seg);

                if (i > 1 && i < abdSegs - 1) {
                    [-1, 1].forEach(side => {
                        abdomenGroup.add(ball(r * 0.4, colors.light, side * r * 1.1, y, z));
                    });
                }
            }

            // Cerci — trail down and back from the last segment
            // (tip y follows the curve down instead of jumping back up)
            [-1, 1].forEach(s => {
                const cerciCurve = new THREE.CatmullRomCurve3([
                    new THREE.Vector3(s * 0.04, -0.59, -2.45),
                    new THREE.Vector3(s * 0.10, -0.67, -2.65),
                    new THREE.Vector3(s * 0.15, -0.72, -2.82),
                ]);
                abdomenGroup.add(new THREE.Mesh(new THREE.TubeGeometry(cerciCurve, 8, 0.018, 5, false), mat(colors.light)));
            });

            // Spiracle rings along the abdomen flanks
            for (let i = 1; i < 5; i++) {
                [-1, 1].forEach(side => {
                    const r = 0.17 * (1 - (i / 7) * 0.72);
                    const sp = new THREE.Mesh(new THREE.TorusGeometry(0.025, 0.008, 6, 12), mat(colors.light));
                    sp.position.set(side * 0.19, -0.03 - i * i * 0.01, 0.4 - i * 0.34);
                    sp.rotation.y = side * Math.PI * 0.4;
                    abdomenGroup.add(sp);
                });
            }
            // First spiracle sits on the thorax, so it stays in the main group
            [-1, 1].forEach(side => {
                const sp = new THREE.Mesh(new THREE.TorusGeometry(0.025, 0.008, 6, 12), mat(colors.light));
                sp.position.set(side * 0.19, 0.05, 0.35);
                sp.rotation.y = side * Math.PI * 0.4;
                group.add(sp);
            });

            // ── LEGS ──
            // Same architecture as the spider: each leg is a connected chain of
            // tubes inside its own pivoting group, and fanAngle (measured from
            // +Z, forward) increases front-to-back so every leg keeps to its
            // own angular sector — none can cross.
            const pairs = [
                { attachZ: 0.98, fanAngle: Math.PI * 0.22, scale: 0.85 }, // fore — sweeps forward
                { attachZ: 0.74, fanAngle: Math.PI * 0.50, scale: 1.00 }, // mid — straight out
                { attachZ: 0.50, fanAngle: Math.PI * 0.75, scale: 1.30 }, // hind — sweeps back, longest
            ];

            pairs.forEach((pair, pi) => {
                [-1, 1].forEach(side => {
                    const oX = side * Math.sin(pair.fanAngle);
                    const oZ = Math.cos(pair.fanAngle);
                    const sc = pair.scale;

                    const legGroup = new THREE.Group();
                    legGroup.position.set(side * 0.24, -0.04, pair.attachZ);

                    // Cumulative joint builder: dh advances outward along the
                    // leg's spoke, dy raises/lowers — all scaled per pair.
                    let h = 0, v = 0;
                    const joint = (dh, dv) => {
                        h += dh; v += dv;
                        return new THREE.Vector3(oX * h * sc, v * sc, oZ * h * sc);
                    };

                    const root = new THREE.Vector3();
                    const cox1 = joint(0.14, -0.02);  // coxa
                    const fem1 = joint(0.38,  0.15);  // femur rises out
                    const tib1 = joint(0.30, -0.40);  // tibia drops
                    const ta1  = joint(0.08, -0.06);  // three tarsal segments
                    const ta2  = joint(0.07, -0.05);
                    const ta3  = joint(0.06, -0.04);

                    legGroup.add(tube(root, cox1, 0.026, colors.dark1));
                    legGroup.add(ball(0.032, colors.light, cox1.x, cox1.y, cox1.z)); // trochanter
                    legGroup.add(tube(cox1, fem1, 0.024, colors.primary));
                    legGroup.add(ball(0.036, colors.light, fem1.x, fem1.y, fem1.z)); // knee
                    legGroup.add(tube(fem1, tib1, 0.015, colors.light));
                    legGroup.add(tube(tib1, ta1, 0.011, colors.dark1));
                    legGroup.add(tube(ta1,  ta2, 0.009, colors.dark1));
                    legGroup.add(tube(ta2,  ta3, 0.007, colors.dark1));

                    // Claw pair
                    [-1, 1].forEach(claw => {
                        const cl = new THREE.Vector3(ta3.x + claw * 0.03, ta3.y - 0.04, ta3.z + 0.015);
                        legGroup.add(tube(ta3, cl, 0.005, colors.light));
                    });

                    group.add(legGroup);

                    // Lift axis: horizontal, perpendicular to the leg's spoke
                    const outward = new THREE.Vector3(oX, 0, oZ).normalize();
                    const liftAxis = new THREE.Vector3().crossVectors(outward, new THREE.Vector3(0, 1, 0)).normalize();

                    // Alternating-tripod phasing (L1/R2/L3 vs R1/L2/R3) —
                    // the classic insect gait pattern.
                    const phase = ((pi + (side > 0 ? 0 : 1)) % 2) * Math.PI + pi * 0.3;

                    legs.push({ group: legGroup, liftAxis, phase });
                });
            });

            // ── WINGS ── each wing (membrane + veins) is one pivoting group
            // anchored at the wing root, so the whole wing flutters together.
            const wingDefs = [
                { side:  1, fore: true,  x:  0.3,  y: 0.38, z: 0.75, rx: -0.08, ry: -0.18, rz:  0.05 },
                { side:  1, fore: false, x:  0.32, y: 0.3,  z: 0.42, rx: -0.12, ry: -0.28, rz:  0.08 },
                { side: -1, fore: true,  x: -0.3,  y: 0.38, z: 0.75, rx: -0.08, ry:  0.18, rz: -0.05 },
                { side: -1, fore: false, x: -0.32, y: 0.3,  z: 0.42, rx: -0.12, ry:  0.28, rz: -0.08 },
            ];

            const wingMat = new THREE.MeshBasicMaterial({
                color: colors.light, wireframe: true, side: THREE.DoubleSide,
                transparent: true, opacity: 0.85
            });

            wingDefs.forEach(def => {
                const len = def.fore ? 1.85 : 1.55;
                const wid = def.fore ? 0.42 : 0.38;

                const grp = new THREE.Group();
                grp.position.set(def.x, def.y, def.z);
                grp.rotation.set(def.rx, def.ry, def.rz);

                const wShape = new THREE.Shape();
                wShape.moveTo(0, 0);
                wShape.bezierCurveTo(len * 0.25, wid * 0.6, len * 0.55, wid, len * 0.75, wid * 0.85);
                wShape.bezierCurveTo(len * 0.9, wid * 0.65, len, wid * 0.2, len, 0);
                wShape.bezierCurveTo(len * 0.9, -wid * 0.18, len * 0.5, -wid * 0.25, len * 0.2, -wid * 0.1);
                wShape.bezierCurveTo(len * 0.05, -wid * 0.05, 0, 0, 0, 0);

                const wing = new THREE.Mesh(new THREE.ShapeGeometry(wShape, 8), wingMat);
                if (def.side === -1) wing.scale.x = -1;
                grp.add(wing);

                const veinData = [
                    { p0: [0,0,0],              p1: [len*0.5, 0.02, 0],      p2: [len, 0, 0] },
                    { p0: [0,0,0],              p1: [len*0.4, wid*0.4, 0],   p2: [len*0.8, wid*0.6, 0] },
                    { p0: [len*0.1,wid*0.08,0], p1: [len*0.5, wid*0.55, 0],  p2: [len*0.72, wid*0.78, 0] },
                    { p0: [len*0.2, 0.01, 0],   p1: [len*0.22, wid*0.25, 0], p2: [len*0.25, wid*0.48, 0] },
                    { p0: [len*0.42, 0.01, 0],  p1: [len*0.44, wid*0.3, 0],  p2: [len*0.47, wid*0.58, 0] },
                    { p0: [len*0.62, 0.01, 0],  p1: [len*0.63, wid*0.25, 0], p2: [len*0.65, wid*0.45, 0] },
                    { p0: [len*0.78,wid*0.05,0],p1: [len*0.88, wid*0.08, 0], p2: [len*0.96, wid*0.05, 0] },
                ];

                veinData.forEach(v => {
                    const vc = new THREE.QuadraticBezierCurve3(
                        new THREE.Vector3(...v.p0),
                        new THREE.Vector3(...v.p1),
                        new THREE.Vector3(...v.p2)
                    );
                    const vMesh = new THREE.Mesh(new THREE.TubeGeometry(vc, 8, 0.006, 4, false), mat(colors.primary));
                    if (def.side === -1) vMesh.scale.x = -1;
                    grp.add(vMesh);
                });

                group.add(grp);
                wings.push({ group: grp, base: { rx: def.rx, ry: def.ry, rz: def.rz }, side: def.side, fore: def.fore });
            });

            return group;
        }

        // ── Pointer interaction: drag to spin, with inertia ──
        let dragging = false, lastX = 0, spinVel = 0, userSpin = 0;

        function onDown(x) { dragging = true; lastX = x; document.body.classList.add('dragging'); }
        function onMove(x) {
            if (!dragging) return;
            spinVel = (x - lastX) * 0.006;
            userSpin += spinVel;
            lastX = x;
        }
        function onUp() { dragging = false; document.body.classList.remove('dragging'); }

        window.addEventListener('pointerdown', e => onDown(e.clientX));
        window.addEventListener('pointermove', e => onMove(e.clientX));
        window.addEventListener('pointerup', onUp);
        window.addEventListener('pointercancel', onUp);

        function init() {
            initBackground();
            animateBackground();
            updateSize();

            scene = new THREE.Scene();
            scene.background = new THREE.Color(colors.dark3);

            camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
            updateCamera();

            insect = createInsect();
            scene.add(insect);

            animate();
        }

        const _q = new THREE.Quaternion();
        function animate() {
            requestAnimationFrame(animate);
            const t = Date.now();

            if (insect) {
                // Auto-rotate plus user drag with inertia
                if (!dragging) {
                    userSpin += spinVel;
                    spinVel *= 0.95;
                }
                insect.rotation.y = userSpin + t * 0.0004;

                // Body drift
                insect.position.y = Math.sin(t * 0.0015) * 0.09;
                insect.rotation.x = Math.sin(t * 0.001) * 0.05;
                insect.rotation.z = Math.sin(t * 0.0018) * 0.018;

                // Abdomen flex + breathing
                abdomenGroup.rotation.x = Math.sin(t * 0.0016) * 0.03;
                const br = 1 + Math.sin(t * 0.0021) * 0.015;
                abdomenGroup.scale.set(br, br, 1);

                // Idle stepping ripple across the legs (tripod phasing)
                for (const leg of legs) {
                    const lift  = Math.sin(t * 0.0035 + leg.phase) * 0.045;
                    const swing = Math.sin(t * 0.0035 + leg.phase + Math.PI / 2) * 0.025;
                    _q.setFromAxisAngle(leg.liftAxis, lift);
                    leg.group.quaternion.copy(_q);
                    leg.group.rotateY(swing);
                }

                // Wing flutter — a slow rest tremor with the hindwings
                // trailing the forewings slightly
                for (const w of wings) {
                    const f = Math.sin(t * 0.005 + (w.fore ? 0 : 0.9)) * 0.05
                            + Math.sin(t * 0.021) * 0.012; // faint high-frequency shiver
                    w.group.rotation.set(
                        w.base.rx + Math.sin(t * 0.005 + (w.fore ? 0.4 : 1.3)) * 0.02,
                        w.base.ry,
                        w.base.rz + w.side * f
                    );
                }

                // Antennae feeling the air
                for (const a of antennae) {
                    a.group.rotation.z = Math.sin(t * 0.0026 + a.side) * 0.08 * a.side;
                    a.group.rotation.x = Math.sin(t * 0.0031 + a.side * 0.5) * 0.06;
                }
            }
            renderer.render(scene, camera);
        }

        window.addEventListener('resize', () => {
            updateSize(); initBackground();
            if (camera) { camera.aspect = window.innerWidth / window.innerHeight; updateCamera(); }
        });

        window.addEventListener('load', init);
    </script>
</body>
</html>
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