fourdjs/main.js

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import * as THREE from 'three';
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import * as POLYTOPES from './polytopes.js';
import { rotfn } from './rotation.js';
import { FourDGUI } from './gui.js';
import { FourDShape } from './fourDShape.js';
import { get_colours } from './colours.js';
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const FACE_OPACITY = 0.3;
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// scene, lights and camera
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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);
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camera.position.z = 4;
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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 );
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// set up colours and materials for gui callbacks
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scene.background = new THREE.Color(0x808080);
const material = new THREE.MeshStandardMaterial({ color: 0x3293a9 });
const node_colours = get_colours(0x3293a9);
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material.transparent = true;
material.opacity = 0.5;
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const node_ms = node_colours.map((c) => new THREE.MeshStandardMaterial({color: c}));
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const link_ms = [ material ];
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const face_ms = [
new THREE.MeshLambertMaterial( { color: 0x44ff44 } )
];
for( const face_m of face_ms ) {
face_m.transparent = true;
face_m.opacity = FACE_OPACITY;
}
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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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};
let shape = false;
function createShape(name) {
if( shape ) {
scene.remove(shape);
}
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console.log(STRUCTURES[name]);
shape = new FourDShape(node_ms, link_ms, face_ms, STRUCTURES[name]);
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scene.add(shape);
}
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// initialise gui and read params from URL
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// callbacks to do things which are triggered by controls: reset the shape,
// change the colors. Otherwise we just read stuff from gui.params.
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function setColors(c) {
const nc = get_colours(c);
for( let i = 0; i < node_ms.length; i++ ) {
node_ms[i].color = new THREE.Color(nc[i]);
}
material.color = new THREE.Color(c);
}
function setBackground(c) {
scene.background = new THREE.Color(c)
}
const gui = new FourDGUI(createShape, setColors, setBackground);
// these are here to pick up colour settings from the URL params
setColors(gui.params.color);
setBackground(gui.params.background);
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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 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;
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gui.params.dtheta = theta1 - theta;
gui.params.dpsi = psi1 - psi;
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theta = theta1;
psi = psi1;
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}
})
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renderer.domElement.addEventListener("pointerup", (event) => {
dragging = false;
})
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createShape(gui.params.shape);
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function animate() {
requestAnimationFrame( animate );
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if( ! dragging ) {
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theta += gui.params.dtheta;
psi += gui.params.dpsi;
if( gui.params.damping ) {
gui.params.dtheta = gui.params.dtheta * damping;
gui.params.dpsi = gui.params.dpsi * damping;
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}
}
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const rotations = [
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rotfn[gui.params.xRotate](theta),
rotfn[gui.params.yRotate](psi)
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];
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shape.hyperplane = gui.params.hyperplane;
shape.link_scale = gui.params.thickness;
shape.node_scale = gui.params.thickness * (gui.params.nodesize + 1);
shape.render3(rotations);
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renderer.render( scene, camera );
}
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animate();