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// Desktop only. No external models. Each page gets a unique scene.
;(function () {
'use strict'
// Skip on mobile/touch devices for performance, and respect reduced-motion preference
if (window.matchMedia('(pointer: coarse)').matches || window.innerWidth < 960) return
if (window.matchMedia('(prefers-reduced-motion: reduce)').matches) return
// Wait for Three.js to load
function waitForThree(cb) {
if (typeof THREE !== 'undefined') {
cb()
return
}
var checks = 0
var interval = setInterval(function () {
checks++
if (typeof THREE !== 'undefined') {
clearInterval(interval)
cb()
}
if (checks > 50) clearInterval(interval) // give up after 5s
}, 100)
}
waitForThree(function () {
// Find the canvas
var canvas =
document.getElementById('orrery') ||
document.getElementById('constellation') ||
document.getElementById('cosmos') ||
document.getElementById('bgCanvas') ||
document.getElementById('schoolBg') ||
document.getElementById('webgl-canvas')
if (!canvas) return
// Determine which page we're on
var path = window.location.pathname.split('/').pop() || 'home'
path = path.replace('.html', '').toLowerCase()
// Map index to home
if (path === '' || path === 'index' || path === 'home') path = 'home'
// Setup renderer
var renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true,
alpha: true,
powerPreference: 'high-performance'
})
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.setClearColor(0x000000, 0)
var scene = new THREE.Scene()
// Fog gives distant particles/shapes a sense of depth instead of all rendering at full brightness
scene.fog = new THREE.FogExp2(0x070a14, 0.0055)
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 2000)
camera.position.z = 50
// Pause rendering while the tab isn't visible to save battery/GPU
var isVisible = true
document.addEventListener('visibilitychange', function () {
isVisible = !document.hidden
})
// Mouse tracking for parallax
var mouseX = 0,
mouseY = 0
document.addEventListener('mousemove', function (e) {
mouseX = (e.clientX / window.innerWidth) * 2 - 1
mouseY = -(e.clientY / window.innerHeight) * 2 + 1
})
// Resize handler
window.addEventListener('resize', function () {
if (window.innerWidth < 960) return
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
})
// Color palette from CoL design system
var COL = {
signal: 0xf2b84b,
ion: 0x5ed4f5,
teal: 0x00f0cc,
plasma: 0xb89bff,
em: 0x34d399,
dim: 0x8891aa,
void2: 0x0c1224
}
// ==================== SCENE BUILDERS ====================
var scenes = {
// HOME β Orbital Orrery (rings of particles orbiting a glowing center)
home: function () {
camera.position.set(0, 5, 60)
var group = new THREE.Group()
// Central glow
var centerGeo = new THREE.SphereGeometry(1.2, 32, 32)
var centerMat = new THREE.MeshBasicMaterial({ color: COL.signal, transparent: true, opacity: 0.9 })
var center = new THREE.Mesh(centerGeo, centerMat)
group.add(center)
// Glow sprite
var glowCanvas = document.createElement('canvas')
glowCanvas.width = 128
glowCanvas.height = 128
var gCtx = glowCanvas.getContext('2d')
var grad = gCtx.createRadialGradient(64, 64, 0, 64, 64, 64)
grad.addColorStop(0, 'rgba(242, 184, 75, 0.6)')
grad.addColorStop(0.4, 'rgba(242, 184, 75, 0.15)')
grad.addColorStop(1, 'rgba(242, 184, 75, 0)')
gCtx.fillStyle = grad
gCtx.fillRect(0, 0, 128, 128)
var glowSprite = new THREE.Sprite(
new THREE.SpriteMaterial({
map: new THREE.CanvasTexture(glowCanvas),
transparent: true,
blending: THREE.AdditiveBlending
})
)
glowSprite.scale.set(12, 12, 1)
group.add(glowSprite)
// Orbital rings of particles
var rings = [
{ radius: 12, count: 60, color: COL.ion, size: 0.3, speed: 0.008 },
{ radius: 20, count: 80, color: COL.teal, size: 0.25, speed: -0.005 },
{ radius: 30, count: 100, color: COL.plasma, size: 0.2, speed: 0.003 },
{ radius: 42, count: 120, color: COL.dim, size: 0.15, speed: -0.002 }
]
var ringGroups = []
rings.forEach(function (r) {
var positions = new Float32Array(r.count * 3)
for (var i = 0; i < r.count; i++) {
var angle = (i / r.count) * Math.PI * 2
var jitter = (Math.random() - 0.5) * 2
positions[i * 3] = Math.cos(angle) * (r.radius + jitter)
positions[i * 3 + 1] = (Math.random() - 0.5) * 3
positions[i * 3 + 2] = Math.sin(angle) * (r.radius + jitter)
}
var geo = new THREE.BufferGeometry()
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3))
var mat = new THREE.PointsMaterial({ color: r.color, size: r.size, transparent: true, opacity: 0.7, blending: THREE.AdditiveBlending })
var points = new THREE.Points(geo, mat)
group.add(points)
ringGroups.push({ points: points, speed: r.speed })
})
// Thin orbit lines
rings.forEach(function (r) {
var linePoints = []
for (var i = 0; i <= 128; i++) {
var angle = (i / 128) * Math.PI * 2
linePoints.push(new THREE.Vector3(Math.cos(angle) * r.radius, 0, Math.sin(angle) * r.radius))
}
var lineGeo = new THREE.BufferGeometry().setFromPoints(linePoints)
var lineMat = new THREE.LineBasicMaterial({ color: r.color, transparent: true, opacity: 0.08 })
group.add(new THREE.Line(lineGeo, lineMat))
})
group.rotation.x = 0.5
scene.add(group)
return function (time) {
ringGroups.forEach(function (rg) {
rg.points.rotation.y += rg.speed
})
center.material.opacity = 0.7 + Math.sin(time * 2) * 0.2
group.rotation.y += (mouseX * 0.3 - group.rotation.y) * 0.02
group.rotation.x = 0.5 + (mouseY * 0.15 - (group.rotation.x - 0.5)) * 0.02
}
},
// ABOUT β Constellation Network (nodes connected by lines)
about: function () {
camera.position.set(0, 0, 80)
var group = new THREE.Group()
var nodeCount = 60
var nodes = []
for (var i = 0; i < nodeCount; i++) {
var geo = new THREE.SphereGeometry(0.3 + Math.random() * 0.4, 8, 8)
var colors = [COL.signal, COL.ion, COL.teal, COL.plasma, COL.em]
var color = colors[Math.floor(Math.random() * colors.length)]
var mat = new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.7 })
var mesh = new THREE.Mesh(geo, mat)
mesh.position.set((Math.random() - 0.5) * 100, (Math.random() - 0.5) * 60, (Math.random() - 0.5) * 40)
mesh.userData = {
vel: new THREE.Vector3((Math.random() - 0.5) * 0.02, (Math.random() - 0.5) * 0.02, (Math.random() - 0.5) * 0.01),
baseColor: color
}
group.add(mesh)
nodes.push(mesh)
}
// Connection lines
var lineMat = new THREE.LineBasicMaterial({ color: COL.ion, transparent: true, opacity: 0.06 })
var lineGroup = new THREE.Group()
group.add(lineGroup)
scene.add(group)
return function (time) {
// Move nodes
nodes.forEach(function (n) {
n.position.add(n.userData.vel)
if (Math.abs(n.position.x) > 55) n.userData.vel.x *= -1
if (Math.abs(n.position.y) > 35) n.userData.vel.y *= -1
if (Math.abs(n.position.z) > 25) n.userData.vel.z *= -1
})
// Rebuild connections every 30 frames
if (Math.floor(time * 60) % 30 === 0) {
while (lineGroup.children.length) lineGroup.remove(lineGroup.children[0])
for (var i = 0; i < nodes.length; i++) {
for (var j = i + 1; j < nodes.length; j++) {
var dist = nodes[i].position.distanceTo(nodes[j].position)
if (dist < 20) {
var pts = [nodes[i].position.clone(), nodes[j].position.clone()]
var g = new THREE.BufferGeometry().setFromPoints(pts)
lineGroup.add(new THREE.Line(g, lineMat))
}
}
}
}
group.rotation.y += (mouseX * 0.15 - group.rotation.y) * 0.01
group.rotation.x += (mouseY * 0.08 - group.rotation.x) * 0.01
}
},
// SCHOOL β Floating Geometric Knowledge
school: function () {
camera.position.set(0, 0, 60)
var group = new THREE.Group()
var shapes = []
var geometries = [
new THREE.IcosahedronGeometry(2, 0),
new THREE.OctahedronGeometry(2, 0),
new THREE.TetrahedronGeometry(2, 0),
new THREE.DodecahedronGeometry(1.5, 0),
new THREE.TorusGeometry(1.5, 0.4, 8, 12)
]
var colors = [COL.ion, COL.signal, COL.teal, COL.plasma, COL.em]
for (var i = 0; i < 25; i++) {
var geoIdx = i % geometries.length
var wireMat = new THREE.MeshBasicMaterial({ color: colors[geoIdx], wireframe: true, transparent: true, opacity: 0.35 })
var mesh = new THREE.Mesh(geometries[geoIdx].clone(), wireMat)
mesh.position.set((Math.random() - 0.5) * 80, (Math.random() - 0.5) * 50, (Math.random() - 0.5) * 30 - 10)
mesh.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, 0)
var s = 0.5 + Math.random() * 1.5
mesh.scale.set(s, s, s)
mesh.userData = {
rotSpeed: new THREE.Vector3((Math.random() - 0.5) * 0.01, (Math.random() - 0.5) * 0.01, (Math.random() - 0.5) * 0.005),
floatSpeed: 0.3 + Math.random() * 0.5,
floatOffset: Math.random() * Math.PI * 2
}
group.add(mesh)
shapes.push(mesh)
}
scene.add(group)
return function (time) {
shapes.forEach(function (s) {
s.rotation.x += s.userData.rotSpeed.x
s.rotation.y += s.userData.rotSpeed.y
s.position.y += Math.sin(time * s.userData.floatSpeed + s.userData.floatOffset) * 0.02
})
group.rotation.y += (mouseX * 0.2 - group.rotation.y) * 0.015
group.rotation.x += (mouseY * 0.1 - group.rotation.x) * 0.015
}
},
// CAREER β Deep Space / Cosmos
career: function () {
camera.position.set(0, 0, 50)
var group = new THREE.Group()
// Star field
var starCount = 2000
var starPos = new Float32Array(starCount * 3)
var starColors = new Float32Array(starCount * 3)
for (var i = 0; i < starCount; i++) {
starPos[i * 3] = (Math.random() - 0.5) * 200
starPos[i * 3 + 1] = (Math.random() - 0.5) * 200
starPos[i * 3 + 2] = (Math.random() - 0.5) * 200
var c = new THREE.Color([COL.ion, COL.signal, COL.plasma, 0xffffff][Math.floor(Math.random() * 4)])
starColors[i * 3] = c.r
starColors[i * 3 + 1] = c.g
starColors[i * 3 + 2] = c.b
}
var starGeo = new THREE.BufferGeometry()
starGeo.setAttribute('position', new THREE.BufferAttribute(starPos, 3))
starGeo.setAttribute('color', new THREE.BufferAttribute(starColors, 3))
group.add(
new THREE.Points(
starGeo,
new THREE.PointsMaterial({
size: 0.3,
vertexColors: true,
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending
})
)
)
// Nebula sprites
for (var j = 0; j < 5; j++) {
var nc = document.createElement('canvas')
nc.width = 128
nc.height = 128
var nctx = nc.getContext('2d')
var nebulaColors = ['rgba(184,155,255,', 'rgba(94,212,245,', 'rgba(242,184,75,', 'rgba(0,240,204,', 'rgba(52,211,153,']
var ng = nctx.createRadialGradient(64, 64, 0, 64, 64, 64)
ng.addColorStop(0, nebulaColors[j] + '0.15)')
ng.addColorStop(0.5, nebulaColors[j] + '0.05)')
ng.addColorStop(1, nebulaColors[j] + '0)')
nctx.fillStyle = ng
nctx.fillRect(0, 0, 128, 128)
var sprite = new THREE.Sprite(
new THREE.SpriteMaterial({
map: new THREE.CanvasTexture(nc),
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false
})
)
sprite.position.set((Math.random() - 0.5) * 80, (Math.random() - 0.5) * 60, -30 - Math.random() * 30)
sprite.scale.set(40 + Math.random() * 30, 40 + Math.random() * 30, 1)
group.add(sprite)
}
scene.add(group)
return function (time) {
group.rotation.y += 0.0003
group.rotation.x += (mouseY * 0.08 - group.rotation.x) * 0.01
group.rotation.y += mouseX * 0.08 * 0.005
}
},
// DATABASE_LOGIC β Data Grid / Network Topology
database_logic: function () {
camera.position.set(0, 15, 45)
camera.lookAt(0, 0, 0)
var group = new THREE.Group()
// Grid
var gridHelper = new THREE.GridHelper(80, 40, COL.teal, 0x0a1420)
gridHelper.material.transparent = true
gridHelper.material.opacity = 0.15
group.add(gridHelper)
// Data nodes (cylinders)
var dataNodes = []
for (var i = 0; i < 30; i++) {
var h = 1 + Math.random() * 6
var geo = new THREE.CylinderGeometry(0.4, 0.4, h, 8)
var mat = new THREE.MeshBasicMaterial({
color: [COL.teal, COL.ion, COL.em][Math.floor(Math.random() * 3)],
transparent: true,
opacity: 0.5,
wireframe: Math.random() > 0.5
})
var cyl = new THREE.Mesh(geo, mat)
cyl.position.set((Math.random() - 0.5) * 60, h / 2, (Math.random() - 0.5) * 60)
cyl.userData = { targetH: h, baseY: 0, pulseSpeed: 0.5 + Math.random() * 2, pulseOffset: Math.random() * Math.PI * 2 }
group.add(cyl)
dataNodes.push(cyl)
}
// Connection lines between nearby nodes
var connMat = new THREE.LineBasicMaterial({ color: COL.ion, transparent: true, opacity: 0.08 })
for (var a = 0; a < dataNodes.length; a++) {
for (var b = a + 1; b < dataNodes.length; b++) {
if (dataNodes[a].position.distanceTo(dataNodes[b].position) < 18) {
var pts = [dataNodes[a].position.clone(), dataNodes[b].position.clone()]
pts[0].y = 0
pts[1].y = 0
group.add(new THREE.Line(new THREE.BufferGeometry().setFromPoints(pts), connMat))
}
}
}
scene.add(group)
return function (time) {
dataNodes.forEach(function (n) {
var pulse = Math.sin(time * n.userData.pulseSpeed + n.userData.pulseOffset)
var newH = n.userData.targetH * (0.5 + pulse * 0.5)
n.scale.y = Math.max(0.1, newH / n.userData.targetH)
n.material.opacity = 0.3 + pulse * 0.3
})
group.rotation.y += (mouseX * 0.2 - group.rotation.y) * 0.01
}
},
// PRIVACY β Shield Hex Grid
privacy: function () {
camera.position.set(0, 0, 50)
var group = new THREE.Group()
// Hexagonal grid
var hexSize = 3
var cols = 12,
rows = 10
var hexes = []
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
var x = col * hexSize * 1.75 - (cols * hexSize * 1.75) / 2
var y = row * hexSize * 1.55 - (rows * hexSize * 1.55) / 2
if (row % 2) x += hexSize * 0.875
var shape = new THREE.Shape()
for (var k = 0; k < 6; k++) {
var angle = (Math.PI / 3) * k - Math.PI / 6
var hx = Math.cos(angle) * hexSize * 0.85
var hy = Math.sin(angle) * hexSize * 0.85
if (k === 0) shape.moveTo(hx, hy)
else shape.lineTo(hx, hy)
}
shape.closePath()
var geo = new THREE.ShapeGeometry(shape)
var mat = new THREE.MeshBasicMaterial({
color: COL.teal,
transparent: true,
opacity: 0.03 + Math.random() * 0.04,
side: THREE.DoubleSide
})
var hex = new THREE.Mesh(geo, mat)
hex.position.set(x, y, 0)
hex.userData = { pulseDelay: Math.random() * Math.PI * 2, baseOpacity: mat.opacity }
group.add(hex)
hexes.push(hex)
// Edge lines
var edgeGeo = new THREE.EdgesGeometry(geo)
var edgeMat = new THREE.LineBasicMaterial({ color: COL.teal, transparent: true, opacity: 0.1 })
var edges = new THREE.LineSegments(edgeGeo, edgeMat)
edges.position.copy(hex.position)
group.add(edges)
}
}
// Shield icon (simple triangle outline)
var shieldPts = [
new THREE.Vector3(0, 8, 0.1),
new THREE.Vector3(-6, 3, 0.1),
new THREE.Vector3(-5, -4, 0.1),
new THREE.Vector3(0, -7, 0.1),
new THREE.Vector3(5, -4, 0.1),
new THREE.Vector3(6, 3, 0.1),
new THREE.Vector3(0, 8, 0.1)
]
var shieldGeo = new THREE.BufferGeometry().setFromPoints(shieldPts)
var shieldLine = new THREE.Line(shieldGeo, new THREE.LineBasicMaterial({ color: COL.em, transparent: true, opacity: 0.3 }))
group.add(shieldLine)
scene.add(group)
return function (time) {
hexes.forEach(function (h) {
var pulse = Math.sin(time * 0.8 + h.userData.pulseDelay)
h.material.opacity = h.userData.baseOpacity + pulse * 0.03
})
shieldLine.material.opacity = 0.2 + Math.sin(time * 1.5) * 0.15
group.rotation.y += (mouseX * 0.08 - group.rotation.y) * 0.01
group.rotation.x += (mouseY * 0.04 - group.rotation.x) * 0.01
}
},
// TERMS β Matrix / Code Rain
terms: function () {
camera.position.set(0, 0, 50)
var group = new THREE.Group()
// Falling particle columns
var columnCount = 25
var particlesPerCol = 20
var columns = []
for (var c = 0; c < columnCount; c++) {
var colX = (c - columnCount / 2) * 4
var positions = new Float32Array(particlesPerCol * 3)
var opacities = new Float32Array(particlesPerCol)
for (var p = 0; p < particlesPerCol; p++) {
positions[p * 3] = colX + (Math.random() - 0.5) * 0.5
positions[p * 3 + 1] = (Math.random() - 0.5) * 80
positions[p * 3 + 2] = (Math.random() - 0.5) * 20
opacities[p] = Math.random()
}
var geo = new THREE.BufferGeometry()
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3))
var mat = new THREE.PointsMaterial({
color: [COL.em, COL.teal, COL.ion][c % 3],
size: 0.4,
transparent: true,
opacity: 0.5,
blending: THREE.AdditiveBlending
})
var points = new THREE.Points(geo, mat)
points.userData = { speed: 0.1 + Math.random() * 0.15 }
group.add(points)
columns.push(points)
}
scene.add(group)
return function (time) {
columns.forEach(function (col) {
var pos = col.geometry.attributes.position.array
for (var i = 0; i < pos.length; i += 3) {
pos[i + 1] -= col.userData.speed
if (pos[i + 1] < -40) pos[i + 1] = 40
}
col.geometry.attributes.position.needsUpdate = true
})
group.rotation.y += (mouseX * 0.05 - group.rotation.y) * 0.01
}
},
// FEEDBACK β Signal Waves / Communication Ripples
feedback: function () {
camera.position.set(0, 0, 60)
var group = new THREE.Group()
// Concentric rings
var ringCount = 8
var rings = []
for (var i = 0; i < ringCount; i++) {
var radius = 5 + i * 5
var ringGeo = new THREE.RingGeometry(radius - 0.15, radius + 0.15, 64)
var ringMat = new THREE.MeshBasicMaterial({
color: [COL.signal, COL.ion][i % 2],
transparent: true,
opacity: 0.12 - i * 0.01,
side: THREE.DoubleSide
})
var ring = new THREE.Mesh(ringGeo, ringMat)
ring.userData = { baseRadius: radius, phase: i * 0.5 }
group.add(ring)
rings.push(ring)
}
// Floating signal dots
var dotCount = 80
var dotPositions = new Float32Array(dotCount * 3)
for (var d = 0; d < dotCount; d++) {
var angle = Math.random() * Math.PI * 2
var dist = 5 + Math.random() * 40
dotPositions[d * 3] = Math.cos(angle) * dist
dotPositions[d * 3 + 1] = Math.sin(angle) * dist
dotPositions[d * 3 + 2] = (Math.random() - 0.5) * 10
}
var dotGeo = new THREE.BufferGeometry()
dotGeo.setAttribute('position', new THREE.BufferAttribute(dotPositions, 3))
group.add(
new THREE.Points(
dotGeo,
new THREE.PointsMaterial({
color: COL.signal,
size: 0.4,
transparent: true,
opacity: 0.5,
blending: THREE.AdditiveBlending
})
)
)
scene.add(group)
return function (time) {
rings.forEach(function (r) {
var pulse = Math.sin(time * 1.2 + r.userData.phase)
var scale = 1 + pulse * 0.08
r.scale.set(scale, scale, 1)
r.material.opacity = (0.12 - rings.indexOf(r) * 0.01) * (0.6 + pulse * 0.4)
})
group.rotation.z += 0.001
group.rotation.y += (mouseX * 0.1 - group.rotation.y) * 0.01
group.rotation.x += (mouseY * 0.05 - group.rotation.x) * 0.01
}
},
// SNEH-ASHA β skip (already has its own procedural 3D)
'sneh-asha': null,
sneh_asha: null
}
// Find the right scene
var sceneBuilder = scenes[path] || scenes[path.replace('-', '_')] || scenes[path.replace('_', '-')]
// For Database_Logic.html (path becomes "database_logic")
if (!sceneBuilder && path.indexOf('database') >= 0) sceneBuilder = scenes.database_logic
// For Career.html
if (!sceneBuilder && path.indexOf('career') >= 0) sceneBuilder = scenes.career
if (!sceneBuilder) {
// Fallback: generic starfield for any unknown page
sceneBuilder = scenes.career // reuse cosmos
}
if (sceneBuilder === null) return // explicitly null = page handles its own 3D
var updateFn = sceneBuilder()
// Fade in canvas
var hasFadedIn = false
canvas.style.opacity = '0'
canvas.style.transition = 'opacity 1.5s ease'
setTimeout(function () {
hasFadedIn = true
syncThemeOpacity()
}, 100)
if (canvas.classList) canvas.classList.add('v')
// These scenes are tuned for the dark theme's neon palette β fade them down in light mode
// instead of letting them render at full brightness against a light background.
function syncThemeOpacity() {
if (!hasFadedIn) return
var isLight = document.body.classList.contains('lm')
canvas.style.opacity = isLight ? '0.12' : '1'
}
new MutationObserver(syncThemeOpacity).observe(document.body, { attributes: true, attributeFilter: ['class'] })
// Animation loop
var clock = new THREE.Clock()
function animate() {
requestAnimationFrame(animate)
if (!isVisible) return // skip rendering while tab is hidden to save battery/GPU
var elapsed = clock.getElapsedTime()
if (updateFn) updateFn(elapsed)
renderer.render(scene, camera)
}
animate()
})
})()
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