fourdjs/main.js

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import * as THREE from 'three';
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import * as POLYTOPES from './polytopes.js';
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import { FourDShape } from './fourDShape.js';
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import { GUI } from 'lil-gui';
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const DEFAULT_SHAPE = '120-cell';
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// hacky stuff for 4d rotations
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// see https://math.stackexchange.com/questions/1402362/can-rotations-in-4d-be-given-an-explicit-matrix-form#1402376
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function rotZW(theta) {
const ctheta = Math.cos(theta);
const stheta = Math.sin(theta);
return new THREE.Matrix4(
ctheta, -stheta, 0, 0,
stheta, ctheta, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
}
function rotYW(theta) {
const ctheta = Math.cos(theta);
const stheta = Math.sin(theta);
return new THREE.Matrix4(
ctheta, 0, -stheta, 0,
0, 1, 0, 0,
stheta, 0, ctheta, 0,
0, 0, 0, 1,
);
}
function rotYZ(theta) {
const ctheta = Math.cos(theta);
const stheta = Math.sin(theta);
return new THREE.Matrix4(
ctheta, 0, 0, -stheta,
0, 1, 0, 0,
0, 0, 1, 0,
stheta, 0, 0, ctheta,
);
}
function rotXW(theta) {
const ctheta = Math.cos(theta);
const stheta = Math.sin(theta);
return new THREE.Matrix4(
1, 0, 0, 0,
0, ctheta, -stheta, 0,
0, stheta, ctheta, 0,
0, 0, 0, 1
);
}
function rotXZ(theta) {
const ctheta = Math.cos(theta);
const stheta = Math.sin(theta);
return new THREE.Matrix4(
1, 0, 0, 0,
0, ctheta, 0, -stheta,
0, 0, 1, 0,
0, stheta, 0, ctheta,
);
}
function rotXY(theta) {
const ctheta = Math.cos(theta);
const stheta = Math.sin(theta);
return new THREE.Matrix4(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, ctheta, -stheta,
0, 0, stheta, ctheta,
);
}
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const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const light = new THREE.PointLight(0xffffff, 2);
light.position.set(10, 10, 10);
scene.add(light);
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const light2 = new THREE.PointLight(0xffffff, 2);
light2.position.set(-10, 5, 10);
scene.add(light);
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const amblight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(amblight);
scene.background = new THREE.Color(0xdddddd);
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const renderer = new THREE.WebGLRenderer({antialias: true});
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renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const NODE_OPACITY = 1.0;
const LINK_OPACITY = 1.0;
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const node_ms = [
new THREE.MeshStandardMaterial( { color: 0x90ebff } )
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];
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for( const node_m of node_ms ) {
node_m.roughness = 0.9;
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if( NODE_OPACITY < 1.0 ) {
node_m.transparent = true;
node_m.opacity = NODE_OPACITY;
}
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}
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const link_ms = [
new THREE.MeshStandardMaterial( { color: 0x90ebff } )
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];
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for( const link_m of link_ms ) {
link_m.metalness = 0.8;
link_m.roughness = 0.1;
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if( LINK_OPACITY < 1.0 ) {
link_m.transparent = true;
link_m.opacity = LINK_OPACITY;
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}
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}
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const STRUCTURES = {
'5-cell': POLYTOPES.cell5(),
'16-cell': POLYTOPES.cell16(),
'tesseract': POLYTOPES.tesseract(),
'24-cell': POLYTOPES.cell24(),
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'120-cell': POLYTOPES.cell120(),
'600-cell': POLYTOPES.cell600()
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};
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let shape = false;
function createShape(name) {
if( shape ) {
scene.remove(shape);
}
shape = new FourDShape(node_ms, link_ms, STRUCTURES[name]);
scene.add(shape);
}
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createShape(DEFAULT_SHAPE);
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camera.position.z = 4;
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const dragK = 0.005;
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const damping = 0.99;
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let theta = 0;
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let psi = 0;
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let theta0 = 0;
let psi0 = 0;
let dragx0 = 0;
let dragy0 = 0;
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let dtheta = 0;
let dpsi = 0;
let dragging = false;
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renderer.domElement.addEventListener("pointerdown", (event) => {
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if( event.buttons === 1 ) {
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theta0 = theta;
psi0 = psi;
dragx0 = event.clientX;
dragy0 = event.clientY;
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dragging = true;
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}
})
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renderer.domElement.addEventListener("pointermove", (event) => {
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if( event.buttons === 1 ) {
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const theta1 = theta0 + (event.clientX - dragx0) * dragK;
const psi1 = psi0 + (event.clientY - dragy0) * dragK;
dtheta = theta1 - theta;
dpsi = psi1 - psi;
theta = theta1;
psi = psi1;
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}
})
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renderer.domElement.addEventListener("pointerup", (event) => {
dragging = false;
})
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// set up GUI
const gui = new GUI();
const gui_params = {
shape: DEFAULT_SHAPE,
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hyperplane: 2,
xRotate: 'YW',
yRotate: 'XZ',
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damping: false
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};
gui.add(gui_params, 'shape',
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[ '5-cell', '16-cell', 'tesseract', '24-cell', '120-cell', '600-cell' ]
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).onChange(createShape)
gui.add(gui_params, 'hyperplane', 1.5, 4);
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gui.add(gui_params, 'xRotate', [ 'YW', 'YZ', 'ZW' ]);
gui.add(gui_params, 'yRotate', [ 'XZ', 'XY', 'XW' ]);
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gui.add(gui_params, 'damping');
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const ROTFN = {
XY: rotXY,
XZ: rotXZ,
XW: rotXW,
YZ: rotYZ,
YW: rotYW,
ZW: rotZW,
};
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const rotation = new THREE.Matrix4();
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function animate() {
requestAnimationFrame( animate );
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if( ! dragging ) {
theta += dtheta;
psi += dpsi;
if( gui_params.damping ) {
dtheta = dtheta * damping;
dpsi = dpsi * damping;
}
}
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const rotations = [
ROTFN[gui_params.xRotate](theta),
ROTFN[gui_params.yRotate](psi)
];
shape.hyperplane = gui_params.hyperplane;
shape.render3(rotations);
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renderer.render( scene, camera );
}
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animate();