• I was hoping you guys could help me too… I’m kind of at a total loss here and this forum is the closest thing I’ve been able to find.

    I’m redesigning the website for a restaurant I art direct

    http://theripoffartist.net/blackbird/

    Really trying to overlay this over the top of it.

    http://threejs.org/examples/canvas_geometry_birds.html

    I found it HERE on github. And it’s beautiful. I am in Sacramento so things like this blow people away and I am attempting to elevate the social consciousness in the area

    <script src="../build/three.js"></script>
    
    		<script src="js/renderers/Projector.js"></script>
    		<script src="js/renderers/CanvasRenderer.js"></script>
    
    		<script src="js/libs/stats.min.js"></script>
    
    		<script src="obj/Bird.js"></script>
    
    		<script>
    			// Based on http://www.openprocessing.org/visuals/?visualID=6910
    			var Boid = function() {
    				var vector = new THREE.Vector3(),
    				_acceleration, _width = 500, _height = 500, _depth = 200, _goal, _neighborhoodRadius = 100,
    				_maxSpeed = 4, _maxSteerForce = 0.1, _avoidWalls = false;
    				this.position = new THREE.Vector3();
    				this.velocity = new THREE.Vector3();
    				_acceleration = new THREE.Vector3();
    				this.setGoal = function ( target ) {
    					_goal = target;
    				};
    				this.setAvoidWalls = function ( value ) {
    					_avoidWalls = value;
    				};
    				this.setWorldSize = function ( width, height, depth ) {
    					_width = width;
    					_height = height;
    					_depth = depth;
    				};
    				this.run = function ( boids ) {
    					if ( _avoidWalls ) {
    						vector.set( - _width, this.position.y, this.position.z );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    						vector.set( _width, this.position.y, this.position.z );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    						vector.set( this.position.x, - _height, this.position.z );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    						vector.set( this.position.x, _height, this.position.z );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    						vector.set( this.position.x, this.position.y, - _depth );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    						vector.set( this.position.x, this.position.y, _depth );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    					}/* else {
    						this.checkBounds();
    					}
    					*/
    					if ( Math.random() > 0.5 ) {
    						this.flock( boids );
    					}
    					this.move();
    				};
    				this.flock = function ( boids ) {
    					if ( _goal ) {
    						_acceleration.add( this.reach( _goal, 0.005 ) );
    					}
    					_acceleration.add( this.alignment( boids ) );
    					_acceleration.add( this.cohesion( boids ) );
    					_acceleration.add( this.separation( boids ) );
    				};
    				this.move = function () {
    					this.velocity.add( _acceleration );
    					var l = this.velocity.length();
    					if ( l > _maxSpeed ) {
    						this.velocity.divideScalar( l / _maxSpeed );
    					}
    					this.position.add( this.velocity );
    					_acceleration.set( 0, 0, 0 );
    				};
    				this.checkBounds = function () {
    					if ( this.position.x >   _width ) this.position.x = - _width;
    					if ( this.position.x < - _width ) this.position.x =   _width;
    					if ( this.position.y >   _height ) this.position.y = - _height;
    					if ( this.position.y < - _height ) this.position.y =  _height;
    					if ( this.position.z >  _depth ) this.position.z = - _depth;
    					if ( this.position.z < - _depth ) this.position.z =  _depth;
    				};
    				//
    				this.avoid = function ( target ) {
    					var steer = new THREE.Vector3();
    					steer.copy( this.position );
    					steer.sub( target );
    					steer.multiplyScalar( 1 / this.position.distanceToSquared( target ) );
    					return steer;
    				};
    				this.repulse = function ( target ) {
    					var distance = this.position.distanceTo( target );
    					if ( distance < 150 ) {
    						var steer = new THREE.Vector3();
    						steer.subVectors( this.position, target );
    						steer.multiplyScalar( 0.5 / distance );
    						_acceleration.add( steer );
    					}
    				};
    				this.reach = function ( target, amount ) {
    					var steer = new THREE.Vector3();
    					steer.subVectors( target, this.position );
    					steer.multiplyScalar( amount );
    					return steer;
    				};
    				this.alignment = function ( boids ) {
    					var boid, velSum = new THREE.Vector3(),
    					count = 0;
    					for ( var i = 0, il = boids.length; i < il; i++ ) {
    						if ( Math.random() > 0.6 ) continue;
    						boid = boids[ i ];
    						distance = boid.position.distanceTo( this.position );
    						if ( distance > 0 && distance <= _neighborhoodRadius ) {
    							velSum.add( boid.velocity );
    							count++;
    						}
    					}
    					if ( count > 0 ) {
    						velSum.divideScalar( count );
    						var l = velSum.length();
    						if ( l > _maxSteerForce ) {
    							velSum.divideScalar( l / _maxSteerForce );
    						}
    					}
    					return velSum;
    				};
    				this.cohesion = function ( boids ) {
    					var boid, distance,
    					posSum = new THREE.Vector3(),
    					steer = new THREE.Vector3(),
    					count = 0;
    					for ( var i = 0, il = boids.length; i < il; i ++ ) {
    						if ( Math.random() > 0.6 ) continue;
    						boid = boids[ i ];
    						distance = boid.position.distanceTo( this.position );
    						if ( distance > 0 && distance <= _neighborhoodRadius ) {
    							posSum.add( boid.position );
    							count++;
    						}
    					}
    					if ( count > 0 ) {
    						posSum.divideScalar( count );
    					}
    					steer.subVectors( posSum, this.position );
    					var l = steer.length();
    					if ( l > _maxSteerForce ) {
    						steer.divideScalar( l / _maxSteerForce );
    					}
    					return steer;
    				};
    				this.separation = function ( boids ) {
    					var boid, distance,
    					posSum = new THREE.Vector3(),
    					repulse = new THREE.Vector3();
    					for ( var i = 0, il = boids.length; i < il; i ++ ) {
    						if ( Math.random() > 0.6 ) continue;
    						boid = boids[ i ];
    						distance = boid.position.distanceTo( this.position );
    						if ( distance > 0 && distance <= _neighborhoodRadius ) {
    							repulse.subVectors( this.position, boid.position );
    							repulse.normalize();
    							repulse.divideScalar( distance );
    							posSum.add( repulse );
    						}
    					}
    					return posSum;
    				}
    			}
    		</script>
    
    		<script>
    			var SCREEN_WIDTH = window.innerWidth,
    			SCREEN_HEIGHT = window.innerHeight,
    			SCREEN_WIDTH_HALF = SCREEN_WIDTH  / 2,
    			SCREEN_HEIGHT_HALF = SCREEN_HEIGHT / 2;
    			var camera, scene, renderer,
    			birds, bird;
    			var boid, boids;
    			var stats;
    			init();
    			animate();
    			function init() {
    				camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
    				camera.position.z = 450;
    				scene = new THREE.Scene();
    				birds = [];
    				boids = [];
    				for ( var i = 0; i < 200; i ++ ) {
    					boid = boids[ i ] = new Boid();
    					boid.position.x = Math.random() * 400 - 200;
    					boid.position.y = Math.random() * 400 - 200;
    					boid.position.z = Math.random() * 400 - 200;
    					boid.velocity.x = Math.random() * 2 - 1;
    					boid.velocity.y = Math.random() * 2 - 1;
    					boid.velocity.z = Math.random() * 2 - 1;
    					boid.setAvoidWalls( true );
    					boid.setWorldSize( 500, 500, 400 );
    					bird = birds[ i ] = new THREE.Mesh( new Bird(), new THREE.MeshBasicMaterial( { color:Math.random() * 0xffffff, side: THREE.DoubleSide } ) );
    					bird.phase = Math.floor( Math.random() * 62.83 );
    					scene.add( bird );
    				}
    				renderer = new THREE.CanvasRenderer();
    				renderer.setClearColor( 0xffffff );
    				renderer.setPixelRatio( window.devicePixelRatio );
    				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
    				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
    				document.body.appendChild( renderer.domElement );
    				stats = new Stats();
    				document.getElementById( 'container' ).appendChild(stats.dom);
    				//
    				window.addEventListener( 'resize', onWindowResize, false );
    			}
    			function onWindowResize() {
    				camera.aspect = window.innerWidth / window.innerHeight;
    				camera.updateProjectionMatrix();
    				renderer.setSize( window.innerWidth, window.innerHeight );
    			}
    			function onDocumentMouseMove( event ) {
    				var vector = new THREE.Vector3( event.clientX - SCREEN_WIDTH_HALF, - event.clientY + SCREEN_HEIGHT_HALF, 0 );
    				for ( var i = 0, il = boids.length; i < il; i++ ) {
    					boid = boids[ i ];
    					vector.z = boid.position.z;
    					boid.repulse( vector );
    				}
    			}
    			//
    			function animate() {
    				requestAnimationFrame( animate );
    				stats.begin();
    				render();
    				stats.end();
    			}
    			function render() {
    				for ( var i = 0, il = birds.length; i < il; i++ ) {
    					boid = boids[ i ];
    					boid.run( boids );
    					bird = birds[ i ];
    					bird.position.copy( boids[ i ].position );
    					color = bird.material.color;
    					color.r = color.g = color.b = ( 500 - bird.position.z ) / 1000;
    					bird.rotation.y = Math.atan2( - boid.velocity.z, boid.velocity.x );
    					bird.rotation.z = Math.asin( boid.velocity.y / boid.velocity.length() );
    					bird.phase = ( bird.phase + ( Math.max( 0, bird.rotation.z ) + 0.1 )  ) % 62.83;
    					bird.geometry.vertices[ 5 ].y = bird.geometry.vertices[ 4 ].y = Math.sin( bird.phase ) * 5;
    				}
    				renderer.render( scene, camera );
    			}
    		</script>

    please help! I’ve tried pasting it everywhere. with no results what so ever. in the header file and everything.

    <script type="text/javascript" <canvas>
    <script src="http://www.theripoffartist.net/blackbird/wp-content/themes/kalium/assets/js/build"></script>
    
    		<script src="http://www.theripoffartist.net/blackbird/wp-content/themes/kalium/assets/js/examples/js/renderers/Projector.js"></script>
    		<script src="http://www.theripoffartist.net/blackbird/wp-content/themes/kalium/assets/js/examples/js/renderers/CanvasRenderer.js"></script>
    
    		<script src="http://www.theripoffartist.net/blackbird/wp-content/themes/kalium/assets/js/examples/js/libs/stats.min.js"></script>
    
    		<script src="http://www.theripoffartist.net/blackbird/wp-content/themes/kalium/assets/js/examples/obj/Bird.js"></script>
    
    		<script>
    
    			// Based on http://www.openprocessing.org/visuals/?visualID=6910
    
    			var Boid = function() {
    
    				var vector = new THREE.Vector3(),
    				_acceleration, _width = 500, _height = 500, _depth = 200, _goal, _neighborhoodRadius = 100,
    				_maxSpeed = 4, _maxSteerForce = 0.1, _avoidWalls = false;
    
    				this.position = new THREE.Vector3();
    				this.velocity = new THREE.Vector3();
    				_acceleration = new THREE.Vector3();
    
    				this.setGoal = function ( target ) {
    
    					_goal = target;
    
    				};
    
    				this.setAvoidWalls = function ( value ) {
    
    					_avoidWalls = value;
    
    				};
    
    				this.setWorldSize = function ( width, height, depth ) {
    
    					_width = width;
    					_height = height;
    					_depth = depth;
    
    				};
    
    				this.run = function ( boids ) {
    
    					if ( _avoidWalls ) {
    
    						vector.set( - _width, this.position.y, this.position.z );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    
    						vector.set( _width, this.position.y, this.position.z );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    
    						vector.set( this.position.x, - _height, this.position.z );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    
    						vector.set( this.position.x, _height, this.position.z );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    
    						vector.set( this.position.x, this.position.y, - _depth );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    
    						vector.set( this.position.x, this.position.y, _depth );
    						vector = this.avoid( vector );
    						vector.multiplyScalar( 5 );
    						_acceleration.add( vector );
    
    					}/* else {
    
    						this.checkBounds();
    
    					}
    					*/
    
    					if ( Math.random() > 0.5 ) {
    
    						this.flock( boids );
    
    					}
    
    					this.move();
    
    				};
    
    				this.flock = function ( boids ) {
    
    					if ( _goal ) {
    
    						_acceleration.add( this.reach( _goal, 0.005 ) );
    
    					}
    
    					_acceleration.add( this.alignment( boids ) );
    					_acceleration.add( this.cohesion( boids ) );
    					_acceleration.add( this.separation( boids ) );
    
    				};
    
    				this.move = function () {
    
    					this.velocity.add( _acceleration );
    
    					var l = this.velocity.length();
    
    					if ( l > _maxSpeed ) {
    
    						this.velocity.divideScalar( l / _maxSpeed );
    
    					}
    
    					this.position.add( this.velocity );
    					_acceleration.set( 0, 0, 0 );
    
    				};
    
    				this.checkBounds = function () {
    
    					if ( this.position.x >   _width ) this.position.x = - _width;
    					if ( this.position.x < - _width ) this.position.x =   _width;
    					if ( this.position.y >   _height ) this.position.y = - _height;
    					if ( this.position.y < - _height ) this.position.y =  _height;
    					if ( this.position.z >  _depth ) this.position.z = - _depth;
    					if ( this.position.z < - _depth ) this.position.z =  _depth;
    
    				};
    
    				//
    
    				this.avoid = function ( target ) {
    
    					var steer = new THREE.Vector3();
    
    					steer.copy( this.position );
    					steer.sub( target );
    
    					steer.multiplyScalar( 1 / this.position.distanceToSquared( target ) );
    
    					return steer;
    
    				};
    
    				this.repulse = function ( target ) {
    
    					var distance = this.position.distanceTo( target );
    
    					if ( distance < 150 ) {
    
    						var steer = new THREE.Vector3();
    
    						steer.subVectors( this.position, target );
    						steer.multiplyScalar( 0.5 / distance );
    
    						_acceleration.add( steer );
    
    					}
    
    				};
    
    				this.reach = function ( target, amount ) {
    
    					var steer = new THREE.Vector3();
    
    					steer.subVectors( target, this.position );
    					steer.multiplyScalar( amount );
    
    					return steer;
    
    				};
    
    				this.alignment = function ( boids ) {
    
    					var boid, velSum = new THREE.Vector3(),
    					count = 0;
    
    					for ( var i = 0, il = boids.length; i < il; i++ ) {
    
    						if ( Math.random() > 0.6 ) continue;
    
    						boid = boids[ i ];
    
    						distance = boid.position.distanceTo( this.position );
    
    						if ( distance > 0 && distance <= _neighborhoodRadius ) {
    
    							velSum.add( boid.velocity );
    							count++;
    
    						}
    
    					}
    
    					if ( count > 0 ) {
    
    						velSum.divideScalar( count );
    
    						var l = velSum.length();
    
    						if ( l > _maxSteerForce ) {
    
    							velSum.divideScalar( l / _maxSteerForce );
    
    						}
    
    					}
    
    					return velSum;
    
    				};
    
    				this.cohesion = function ( boids ) {
    
    					var boid, distance,
    					posSum = new THREE.Vector3(),
    					steer = new THREE.Vector3(),
    					count = 0;
    
    					for ( var i = 0, il = boids.length; i < il; i ++ ) {
    
    						if ( Math.random() > 0.6 ) continue;
    
    						boid = boids[ i ];
    						distance = boid.position.distanceTo( this.position );
    
    						if ( distance > 0 && distance <= _neighborhoodRadius ) {
    
    							posSum.add( boid.position );
    							count++;
    
    						}
    
    					}
    
    					if ( count > 0 ) {
    
    						posSum.divideScalar( count );
    
    					}
    
    					steer.subVectors( posSum, this.position );
    
    					var l = steer.length();
    
    					if ( l > _maxSteerForce ) {
    
    						steer.divideScalar( l / _maxSteerForce );
    
    					}
    
    					return steer;
    
    				};
    
    				this.separation = function ( boids ) {
    
    					var boid, distance,
    					posSum = new THREE.Vector3(),
    					repulse = new THREE.Vector3();
    
    					for ( var i = 0, il = boids.length; i < il; i ++ ) {
    
    						if ( Math.random() > 0.6 ) continue;
    
    						boid = boids[ i ];
    						distance = boid.position.distanceTo( this.position );
    
    						if ( distance > 0 && distance <= _neighborhoodRadius ) {
    
    							repulse.subVectors( this.position, boid.position );
    							repulse.normalize();
    							repulse.divideScalar( distance );
    							posSum.add( repulse );
    
    						}
    
    					}
    
    					return posSum;
    
    				}
    
    			}
    
    		</script>
    
    		<script>
    
    			var SCREEN_WIDTH = window.innerWidth,
    			SCREEN_HEIGHT = window.innerHeight,
    			SCREEN_WIDTH_HALF = SCREEN_WIDTH  / 2,
    			SCREEN_HEIGHT_HALF = SCREEN_HEIGHT / 2;
    
    			var camera, scene, renderer,
    			birds, bird;
    
    			var boid, boids;
    
    			var stats;
    
    			init();
    			animate();
    
    			function init() {
    
    				camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
    				camera.position.z = 450;
    
    				scene = new THREE.Scene();
    
    				birds = [];
    				boids = [];
    
    				for ( var i = 0; i < 200; i ++ ) {
    
    					boid = boids[ i ] = new Boid();
    					boid.position.x = Math.random() * 400 - 200;
    					boid.position.y = Math.random() * 400 - 200;
    					boid.position.z = Math.random() * 400 - 200;
    					boid.velocity.x = Math.random() * 2 - 1;
    					boid.velocity.y = Math.random() * 2 - 1;
    					boid.velocity.z = Math.random() * 2 - 1;
    					boid.setAvoidWalls( true );
    					boid.setWorldSize( 500, 500, 400 );
    
    					bird = birds[ i ] = new THREE.Mesh( new Bird(), new THREE.MeshBasicMaterial( { color:Math.random() * 0xffffff, side: THREE.DoubleSide } ) );
    					bird.phase = Math.floor( Math.random() * 62.83 );
    					scene.add( bird );
    
    				}
    
    				renderer = new THREE.CanvasRenderer();
    				renderer.setClearColor( 0xffffff );
    				renderer.setPixelRatio( window.devicePixelRatio );
    				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
    
    				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
    				document.body.appendChild( renderer.domElement );
    
    				stats = new Stats();
    				document.getElementById( 'container' ).appendChild(stats.dom);
    
    				//
    
    				window.addEventListener( 'resize', onWindowResize, false );
    
    			}
    
    			function onWindowResize() {
    
    				camera.aspect = window.innerWidth / window.innerHeight;
    				camera.updateProjectionMatrix();
    
    				renderer.setSize( window.innerWidth, window.innerHeight );
    
    			}
    
    			function onDocumentMouseMove( event ) {
    
    				var vector = new THREE.Vector3( event.clientX - SCREEN_WIDTH_HALF, - event.clientY + SCREEN_HEIGHT_HALF, 0 );
    
    				for ( var i = 0, il = boids.length; i < il; i++ ) {
    
    					boid = boids[ i ];
    
    					vector.z = boid.position.z;
    
    					boid.repulse( vector );
    
    				}
    
    			}
    
    			//
    
    			function animate() {
    
    				requestAnimationFrame( animate );
    
    				stats.begin();
    				render();
    				stats.end();
    
    			}
    
    			function render() {
    
    				for ( var i = 0, il = birds.length; i < il; i++ ) {
    
    					boid = boids[ i ];
    					boid.run( boids );
    
    					bird = birds[ i ];
    					bird.position.copy( boids[ i ].position );
    
    					color = bird.material.color;
    					color.r = color.g = color.b = ( 500 - bird.position.z ) / 1000;
    
    					bird.rotation.y = Math.atan2( - boid.velocity.z, boid.velocity.x );
    					bird.rotation.z = Math.asin( boid.velocity.y / boid.velocity.length() );
    
    					bird.phase = ( bird.phase + ( Math.max( 0, bird.rotation.z ) + 0.1 )  ) % 62.83;
    					bird.geometry.vertices[ 5 ].y = bird.geometry.vertices[ 4 ].y = Math.sin( bird.phase ) * 5;
    
    				}
    
    				renderer.render( scene, camera );
    
    			}
    </canvas></script>

    This is the code i’ve been using now. I am not sure what I am doing wrong because I don’t know what to look for…

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