{"id":25404,"date":"2025-06-06T14:33:27","date_gmt":"2025-06-06T14:33:27","guid":{"rendered":"https:\/\/aykansoft.com\/?page_id=25404"},"modified":"2025-06-06T15:20:04","modified_gmt":"2025-06-06T15:20:04","slug":"trust-verifi","status":"publish","type":"page","link":"https:\/\/www.aykansoft.com\/blogs\/trust-verifi\/","title":{"rendered":"Trust Verifi"},"content":{"rendered":"\t\t<div data-elementor-type=\"wp-page\" data-elementor-id=\"25404\" class=\"elementor elementor-25404\" data-elementor-post-type=\"page\">\n\t\t\t\t<div class=\"elementor-element elementor-element-515b9ad e-con-full e-flex e-con e-parent\" data-id=\"515b9ad\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t<div class=\"elementor-element elementor-element-5cec770 elementor-widget elementor-widget-image\" data-id=\"5cec770\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"image.default\">\n\t\t\t\t<div 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selected country\n    index: null, \/\/ Index of the country in the data array\n    timeout: null, \/\/ Timeout object for cycling to the next country\n    initialDuration: 5000, \/\/ Initial timeout duration before starting the country cycle\n    duration: 2000 \/\/ Timeout duration between cycling to the next country\n  }\n};\n\n\/\/ Boolean to enable or disable rendering when window is in or out of focus\nvar isHidden = false;\n\n\n\n\/* SETUP *\/\n\nfunction getData() {\n\n  var request = new XMLHttpRequest();\n  request.open('GET', 'https:\/\/s3-us-west-2.amazonaws.com\/s.cdpn.io\/617753\/globe-points.json', true);\n\n  request.onload = function() {\n    if (request.status >= 200 && request.status < 400) {\n      data = JSON.parse(request.responseText);\n      setupScene();\n    }\n    else {\n      showFallback();\n    }\n  };\n\n  request.onerror = showFallback;\n\n  request.send();\n\n}\n\nfunction showFallback() {\n\n  \/*\n    This function will display an alert if WebGL is not supported.\n  *\/\n\n  alert('WebGL not supported. Please use a browser that supports WebGL.');\n\n}\n\nfunction setupScene() {\n\n  canvas = container.getElementsByClassName('js-canvas')[0];\n\n  scene = new THREE.Scene();\n  renderer = new THREE.WebGLRenderer({\n    canvas: canvas,\n    antialias: true,\n    alpha: true,\n    shadowMapEnabled: false\n  });\n  renderer.setSize(canvas.clientWidth, canvas.clientHeight);\n  renderer.setPixelRatio(1);\n  renderer.setClearColor(0x000000, 0);\n\n  \/\/ Main group that contains everything\n  groups.main = new THREE.Group();\n  groups.main.name = 'Main';\n\n  \/\/ Group that contains lines for each country\n  groups.lines = new THREE.Group();\n  groups.lines.name = 'Lines';\n  groups.main.add(groups.lines);\n\n  \/\/ Group that contains dynamically created dots\n  groups.lineDots = new THREE.Group();\n  groups.lineDots.name = 'Dots';\n  groups.main.add(groups.lineDots);\n\n  \/\/ Add the main group to the scene\n  scene.add(groups.main);\n\n  \/\/ Render camera and add orbital controls\n  addCamera();\n  addControls();\n\n  \/\/ Render objects\n  addGlobe();\n\n  \/\/ Start the requestAnimationFrame loop\n  render();\n  animate();\n\n  var canvasResizeBehaviour = function() {\n\n    container.width = window.innerWidth;\n    container.height = window.innerHeight;\n    container.style.width = window.innerWidth + 'px';\n    container.style.height = window.innerHeight + 'px';\n\n    camera.object.aspect = container.offsetWidth \/ container.offsetHeight;\n    camera.object.updateProjectionMatrix();\n    renderer.setSize(container.offsetWidth, container.offsetHeight);\n\n  };\n\n  window.addEventListener('resize', canvasResizeBehaviour);\n  window.addEventListener('orientationchange', function() {\n    setTimeout(canvasResizeBehaviour, 0);\n  });\n  canvasResizeBehaviour();\n\n}\n\n\n\n\/* CAMERA AND CONTROLS *\/\n\nfunction addCamera() {\n\n  camera.object = new THREE.PerspectiveCamera(60, canvas.clientWidth \/ canvas.clientHeight, 1, 10000);\n  camera.object.position.z = props.globeRadius * 2.8;\n\n}\n\nfunction addControls() {\n\n  camera.controls = new OrbitControls(camera.object, canvas);\n  camera.controls.enableKeys = false;\n  camera.controls.enablePan = false;\n  camera.controls.enableZoom = false;\n  camera.controls.enableDamping = false;\n  camera.controls.enableRotate = false;\n\n  \/\/ Set the initial camera angles to something crazy for the introduction animation\n  camera.angles.current.azimuthal = -Math.PI;\n  camera.angles.current.polar = 180;\n\n}\n\n\n\n\/* RENDERING *\/\n\nfunction render() {\n  renderer.render(scene, camera.object);\n}\n\nif ('hidden' in document) {\n  document.addEventListener('visibilitychange', onFocusChange);\n}\nelse if ('mozHidden' in document) {\n  document.addEventListener('mozvisibilitychange', onFocusChange);\n}\nelse if ('webkitHidden' in document) {\n  document.addEventListener('webkitvisibilitychange', onFocusChange);\n}\nelse if ('msHidden' in document) {\n  document.addEventListener('msvisibilitychange', onFocusChange);\n}\nelse if ('onfocusin' in document) {\n  document.onfocusin = document.onfocusout = onFocusChange;\n}\nelse {\n  window.onpageshow = window.onpagehide = window.onfocus = window.onblur = onFocusChange;\n}\n\nfunction onFocusChange(event) {\n\n  var visible = 'visible';\n  var hidden = 'hidden';\n  var eventMap = {\n    focus: visible,\n    focusin: visible,\n    pageshow: visible,\n    blur: hidden,\n    focusout: hidden,\n    pagehide: hidden\n  };\n\n  event = event || window.event;\n\n  if (event.type in eventMap) {\n    isHidden = true;\n  }\n  else {\n    isHidden = false;\n  }\n\n}\n\nfunction animate() {\n\n  if (isHidden === false) {\n    requestAnimationFrame(animate);\n  }\n\n  if (groups.globeDots) {\n    introAnimate();\n  }\n\n  if (animations.finishedIntro === true) {\n    animateDots();\n  }\n\n  if (animations.countries.animating === true) {\n    animateCountryCycle();\n  }\n\n  camera.controls.setAzimuthalAngle(Math.cos(Date.now()*0.0000005)*-360);\n  camera.controls.setPolarAngle(1);\n\n  camera.controls.update();\n\n  render();\n\n}\n\n\n\n\/* GLOBE *\/\n\nfunction addGlobe() {\n\n  var textureLoader = new THREE.TextureLoader();\n  textureLoader.setCrossOrigin(true);\n\n  var radius = props.globeRadius - (props.globeRadius * 0.02);\n  var segments = 64;\n  var rings = 64;\n\n  \/\/ Make gradient\n  var canvasSize = 128;\n  var textureCanvas = document.createElement('canvas');\n  textureCanvas.width = canvasSize;\n  textureCanvas.height = canvasSize;\n  var canvasContext = textureCanvas.getContext('2d');\n  canvasContext.rect(0, 0, canvasSize, canvasSize);\n  var canvasGradient = canvasContext.createLinearGradient(0, 0, 0, canvasSize);\n  canvasGradient.addColorStop(1, 'rgba(0,0,0,0.02)');\n  canvasGradient.addColorStop(1, 'rgba(0,0,0,0.02)');\n  canvasGradient.addColorStop(1, 'rgba(0,0,0,0.02)');\n  canvasContext.fillStyle = canvasGradient;\n  canvasContext.fill();\n\n  \/\/ Make texture\n  var texture = new THREE.Texture(textureCanvas);\n  texture.needsUpdate = true;\n\n  var geometry = new THREE.SphereGeometry(radius, segments, rings);\n  var material = new THREE.MeshBasicMaterial({\n    map: texture,\n    transparent: true,\n    opacity: 0\n  });\n  globe = new THREE.Mesh(geometry, material);\n\n  groups.globe = new THREE.Group();\n  groups.globe.name = 'Globe';\n\n  groups.globe.add(globe);\n  groups.main.add(groups.globe);\n\n  addGlobeDots();\n\n}\n\nfunction addGlobeDots() {\n\n  var geometry = new THREE.Geometry();\n\n  \/\/ Make circle\n  var canvasSize = 16;\n  var halfSize = canvasSize \/ 2;\n  var textureCanvas = document.createElement('canvas');\n  textureCanvas.width = canvasSize;\n  textureCanvas.height = canvasSize;\n  var canvasContext = textureCanvas.getContext('2d');\n  canvasContext.beginPath();\n  canvasContext.arc(halfSize, halfSize, halfSize, 0, 2 * Math.PI);\n  canvasContext.fillStyle = props.colours.globeDots;\n  canvasContext.fill();\n\n  \/\/ Make texture\n  var texture = new THREE.Texture(textureCanvas);\n  texture.needsUpdate = true;\n\n  var material = new THREE.PointsMaterial({\n    map: texture,\n    size: props.globeRadius \/ 200\n  });\n\n  var addDot = function(targetX, targetY) {\n\n    \/\/ Add a point with zero coordinates\n    var point = new THREE.Vector3(0, 0, 0);\n    geometry.vertices.push(point);\n\n    \/\/ Add the coordinates to a new array for the intro animation\n    var result = returnSphericalCoordinates(\n      targetX,\n      targetY\n    );\n    animations.dots.points.push(new THREE.Vector3(result.x, result.y, result.z));\n\n  };\n\n  for (var i = 0; i < data.points.length; i++) {\n    addDot(data.points[i].x, data.points[i].y);\n  }\n\n  for (var country in data.countries) {\n    addDot(data.countries[country].x, data.countries[country].y);\n  }\n\n  \/\/ Add the points to the scene\n  groups.globeDots = new THREE.Points(geometry, material);\n  groups.globe.add(groups.globeDots);\n\n}\n\n\n\n\/* COUNTRY LINES AND DOTS *\/\n\nfunction addLineDots() {\n\n  \/*\n    This function will create a number of dots (props.dotsAmount) which will then later be\n    animated along the lines. The dots are set to not be visible as they are later\n    assigned a position after the introduction animation.\n  *\/\n\n  var radius = props.globeRadius \/ 120;\n  var segments = 32;\n  var rings = 32;\n\n  var geometry = new THREE.SphereGeometry(radius, segments, rings);\n  var material = new THREE.MeshBasicMaterial({\n    color: props.colours.lineDots\n  });\n\n  \/\/ Returns a sphere geometry positioned at coordinates\n  var returnLineDot = function() {\n    var sphere = new THREE.Mesh(geometry, material);\n    return sphere;\n  };\n\n  for (var i = 0; i < props.dotsAmount; i++) {\n\n    \/\/ Get the country path geometry vertices and create the dot at the first vertex\n    var targetDot = returnLineDot();\n    targetDot.visible = false;\n\n    \/\/ Add custom variables for custom path coordinates and index\n    targetDot._pathIndex = null;\n    targetDot._path = null;\n\n    \/\/ Add the dot to the dots group\n    groups.lineDots.add(targetDot);\n\n  }\n\n}\n\nfunction assignDotsToRandomLine(target) {\n\n  \/\/ Get a random line from the current country\n  var randomLine = Math.random() * (animations.countries.selected.children.length - 1);\n  randomLine = animations.countries.selected.children[randomLine.toFixed(0)];\n\n  \/\/ Assign the random country path to the dot and set the index at 0\n  target._path = randomLine._path;\n\n}\n\nfunction reassignDotsToNewLines() {\n\n  for (var i = 0; i < groups.lineDots.children.length; i++) {\n\n    var target = groups.lineDots.children[i];\n    if (target._path !== null && target._pathIndex !== null) {\n      assignDotsToRandomLine(target);\n    }\n\n  }\n\n}\n\nfunction animateDots() {\n\n  \/\/ Loop through the dots children group\n  for (var i = 0; i < groups.lineDots.children.length; i++) {\n\n    var dot = groups.lineDots.children[i];\n\n    if (dot._path === null) {\n\n      \/\/ Create a random seed as a pseudo-delay\n      var seed = Math.random();\n\n      if (seed > 0.99) {\n        assignDotsToRandomLine(dot);\n        dot._pathIndex = 0;\n      }\n\n    }\n    else if (dot._path !== null && dot._pathIndex < dot._path.length - 1) {\n\n      \/\/ Show the dot\n      if (dot.visible === false) {\n        dot.visible = true;\n      }\n\n      \/\/ Move the dot along the path vertice coordinates\n      dot.position.x = dot._path[dot._pathIndex].x;\n      dot.position.y = dot._path[dot._pathIndex].y;\n      dot.position.z = dot._path[dot._pathIndex].z;\n\n      \/\/ Advance the path index by 1\n      dot._pathIndex++;\n\n    }\n    else {\n\n      \/\/ Hide the dot\n      dot.visible = false;\n\n      \/\/ Remove the path assingment\n      dot._path = null;\n\n    }\n\n  }\n\n}\n\n\n\n\/* ELEMENTS *\/\n\nvar list;\n\nfunction positionElements() {\n\n  var widthHalf = canvas.clientWidth \/ 2;\n  var heightHalf = canvas.clientHeight \/ 2;\n\n  \/\/ Loop through the elements array and reposition the elements\n  for (var key in elements) {\n\n    var targetElement = elements[key];\n\n    var position = getProjectedPosition(widthHalf, heightHalf, targetElement.position);\n\n    \/\/ Construct the X and Y position strings\n    var positionX = position.x + 'px';\n    var positionY = position.y + 'px';\n\n    \/\/ Construct the 3D translate string\n    var elementStyle = targetElement.element.style;\n    elementStyle.webkitTransform = 'translate3D(' + positionX + ', ' + positionY + ', 0)';\n    elementStyle.WebkitTransform = 'translate3D(' + positionX + ', ' + positionY + ', 0)'; \/\/ Just Safari things (capitalised property name prefix)...\n    elementStyle.mozTransform = 'translate3D(' + positionX + ', ' + positionY + ', 0)';\n    elementStyle.msTransform = 'translate3D(' + positionX + ', ' + positionY + ', 0)';\n    elementStyle.oTransform = 'translate3D(' + positionX + ', ' + positionY + ', 0)';\n    elementStyle.transform = 'translate3D(' + positionX + ', ' + positionY + ', 0)';\n\n  }\n\n}\n\n\n\n\/* INTRO ANIMATIONS *\/\n\n\/\/ Easing reference: https:\/\/gist.github.com\/gre\/1650294\n\nvar easeInOutCubic = function(t) {\n  return t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1;\n};\n\nvar easeOutCubic = function(t) {\n  return (--t) * t * t + 1;\n};\n\nvar easeInOutQuad = function(t) {\n  return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t;\n};\n\nfunction introAnimate() {\n\n  if (animations.dots.current <= animations.dots.total) {\n\n    var points = groups.globeDots.geometry.vertices;\n    var totalLength = points.length;\n\n    for (var i = 0; i < totalLength; i++) {\n\n      \/\/ Get ease value\n      var dotProgress = easeInOutCubic(animations.dots.current \/ animations.dots.total);\n\n      \/\/ Add delay based on loop iteration\n      dotProgress = dotProgress + (dotProgress * (i \/ totalLength));\n\n      if (dotProgress > 1) {\n        dotProgress = 1;\n      }\n\n      \/\/ Move the point\n      points[i].x = animations.dots.points[i].x * dotProgress;\n      points[i].y = animations.dots.points[i].y * dotProgress;\n      points[i].z = animations.dots.points[i].z * dotProgress;\n\n      \/\/ Animate the camera at the same rate as the first dot\n      if (i === 0) {\n\n        var azimuthalDifference = (camera.angles.current.azimuthal - camera.angles.target.azimuthal) * dotProgress;\n        azimuthalDifference = camera.angles.current.azimuthal - azimuthalDifference;\n        camera.controls.setAzimuthalAngle(azimuthalDifference);\n\n        var polarDifference = (camera.angles.current.polar - camera.angles.target.polar) * dotProgress;\n        polarDifference = camera.angles.current.polar - polarDifference;\n        \/\/camera.controls.setPolarAngle(polarDifference);\n\n      }\n\n    }\n\n    animations.dots.current++;\n\n    \/\/ Update verticies\n    groups.globeDots.geometry.verticesNeedUpdate = true;\n\t  \n\tdocument.querySelector('.svg-wrapper').classList.add('active');  \n\n  }\n\n  if (animations.dots.current >= (animations.dots.total * 0.65) && animations.globe.current <= animations.globe.total) {\n\n    var globeProgress = easeOutCubic(animations.globe.current \/ animations.globe.total);\n    globe.material.opacity = props.alphas.globe * globeProgress;\n\n    animations.globe.current++;\n\n  }\n\n  if (animations.countries.active === true && animations.finishedIntro === false) {\n\n    animations.finishedIntro = true;\n    \/\/ Start country cycle\n    animations.countries.timeout = setTimeout(showNextCountry, animations.countries.initialDuration);\n    addLineDots();\n\n  }\n\n}\n\n\n\n\/* COUNTRY CYCLE *\/\n\nfunction changeCountry(key, init) {\n\n  if (animations.countries.selected !== undefined) {\n    animations.countries.selected.visible = false;\n  }\n\n  for (var name in elements) {\n    if (name === key) {\n      elements[name].element.classList.add('active');\n    }\n    else {\n      elements[name].element.classList.remove('active');\n    }\n  }\n\n  \/\/ Show the select country lines\n  animations.countries.selected = groups.lines.getObjectByName(key);\n  animations.countries.selected.visible = true;\n\n  if (init !== true) {\n\n    camera.angles.current.azimuthal = camera.controls.getAzimuthalAngle();\n    camera.angles.current.polar = camera.controls.getPolarAngle();\n\n    var targetAngles = returnCameraAngles(data.countries[key].x, data.countries[key].y);\n    camera.angles.target.azimuthal = targetAngles.azimuthal;\n    camera.angles.target.polar = targetAngles.polar;\n\n    animations.countries.animating = true;\n    reassignDotsToNewLines();\n\n  }\n\n}\n\nfunction animateCountryCycle() {\n\n  if (animations.countries.current <= animations.countries.total) {\n\n    var progress = easeInOutQuad(animations.countries.current \/ animations.countries.total);\n\n    var azimuthalDifference = (camera.angles.current.azimuthal - camera.angles.target.azimuthal) * progress;\n    azimuthalDifference = camera.angles.current.azimuthal - azimuthalDifference;\n    camera.controls.setAzimuthalAngle(azimuthalDifference);\n\n    var polarDifference = (camera.angles.current.polar - camera.angles.target.polar) * progress;\n    polarDifference = camera.angles.current.polar - polarDifference;\n    \/\/camera.controls.setPolarAngle(polarDifference);\n\n    animations.countries.current++;\n\n  }\n  else {\n\n    animations.countries.animating = false;\n    animations.countries.current = 0;\n\n    animations.countries.timeout = setTimeout(showNextCountry, animations.countries.duration);\n\n  }\n\n}\n\nfunction showNextCountry() {\n\n  animations.countries.index++;\n\n  if (animations.countries.index >= Object.keys(data.countries).length) {\n    animations.countries.index = 0;\n  }\n\n  var key = Object.keys(data.countries)[animations.countries.index];\n  changeCountry(key, false);\n\n}\n\n\/* COORDINATE CALCULATIONS *\/\n\n\/\/ Returns an object of 3D spherical coordinates\nfunction returnSphericalCoordinates(latitude, longitude) {\n\n  \/\/ Convert latitude and longitude on the 90\/180 degree axis\n  latitude = ((latitude - props.mapSize.width) \/ props.mapSize.width) * -180;\n  longitude = ((longitude - props.mapSize.height) \/ props.mapSize.height) * -90;\n\n  \/\/ Calculate the projected starting point\n  var radius = Math.cos(longitude \/ 180 * Math.PI) * props.globeRadius;\n  var targetX = Math.cos(latitude \/ 180 * Math.PI) * radius;\n  var targetY = Math.sin(longitude \/ 180 * Math.PI) * props.globeRadius;\n  var targetZ = Math.sin(latitude \/ 180 * Math.PI) * radius;\n\n  return {\n    x: targetX,\n    y: targetY,\n    z: targetZ\n  };\n\n}\n\n\/\/ Reference: https:\/\/codepen.io\/ya7gisa0\/pen\/pisrm?editors=0010\nfunction returnCurveCoordinates(latitudeA, longitudeA, latitudeB, longitudeB) {\n\n  \/\/ Calculate the starting point\n  var start = returnSphericalCoordinates(latitudeA, longitudeA);\n\n  \/\/ Calculate the end point\n  var end = returnSphericalCoordinates(latitudeB, longitudeB);\n\n  \/\/ Calculate the mid-point\n  var midPointX = (start.x + end.x) \/ 2;\n  var midPointY = (start.y + end.y) \/ 2;\n  var midPointZ = (start.z + end.z) \/ 2;\n\n  \/\/ Calculate the distance between the two coordinates\n  var distance = Math.pow(end.x - start.x, 2);\n  distance += Math.pow(end.y - start.y, 2);\n  distance += Math.pow(end.z - start.z, 2);\n  distance = Math.sqrt(distance);\n\n  \/\/ Calculate the multiplication value\n  var multipleVal = Math.pow(midPointX, 2);\n  multipleVal += Math.pow(midPointY, 2);\n  multipleVal += Math.pow(midPointZ, 2);\n  multipleVal = Math.pow(distance, 2) \/ multipleVal;\n  multipleVal = multipleVal * 0.7;\n\n  \/\/ Apply the vector length to get new mid-points\n  var midX = midPointX + multipleVal * midPointX;\n  var midY = midPointY + multipleVal * midPointY;\n  var midZ = midPointZ + multipleVal * midPointZ;\n\n  \/\/ Return set of coordinates\n  return {\n    start: {\n      x: start.x,\n      y: start.y,\n      z: start.z\n    },\n    mid: {\n      x: midX,\n      y: midY,\n      z: midZ\n    },\n    end: {\n      x: end.x,\n      y: end.y,\n      z: end.z\n    }\n  };\n\n}\n\n\/\/ Returns an object of 2D coordinates for projected 3D position\nfunction getProjectedPosition(width, height, position) {\n\n  position = position.clone();\n  var projected = position.project(camera.object);\n\n  return {\n    x: (projected.x * width) + width,\n    y: -(projected.y * height) + height\n  };\n\n}\n\n\/\/ Returns an object of the azimuthal and polar angles of a given map latitude and longitude\nfunction returnCameraAngles(latitude, longitude) {\n\n  var targetAzimuthalAngle = ((latitude - 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