Added a callback to set link and node visibility based on label at
the render stagefeature-120-cell-layers
parent
944416f92b
commit
2f59c0b3a5
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@ -20,6 +20,7 @@ class FourDShape extends THREE.Group {
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this.node_scale = 1;
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this.link_scale = 1;
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this.hyperplane = HYPERPLANE;
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this.label_visible = () => true;
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this.initShapes();
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}
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@ -71,6 +72,9 @@ class FourDShape extends THREE.Group {
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link.object.position.copy(centre);
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link.object.lookAt(n2);
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link.object.children[0].rotation.x = Math.PI / 2.0;
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const l1 = this.nodes3[link.source].label;
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const l2 = this.nodes3[link.target].label;
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link.object.visible = this.label_visible(l1) && this.label_visible(l2);
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}
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@ -115,6 +119,7 @@ class FourDShape extends THREE.Group {
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const material = this.getMaterial(n, this.node_ms);
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this.nodes3[n.id] = {
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v3: v3,
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label: n.label,
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object: this.makeNode(material, v3)
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};
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}
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@ -129,17 +134,19 @@ class FourDShape extends THREE.Group {
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}
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render3(rotations) {
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render3(rotations, visibility) {
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this.label_visible = visibility;
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this.scalev3 = new THREE.Vector3(this.node_scale, this.node_scale, this.node_scale);
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for( const n of this.nodes4 ) {
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const v3 = this.fourDtoV3(n.x, n.y, n.z, n.w, rotations);
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this.nodes3[n.id].v3 = v3;
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this.nodes3[n.id].object.position.copy(v3);
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this.nodes3[n.id].object.scale.copy(this.scalev3);
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this.nodes3[n.id].object.visible = this.label_visible(n.label);
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}
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for( const l of this.links ) {
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this.updateLink(l);
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this.updateLink(l, visibility);
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}
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for( const f of this.faces ) {
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@ -147,7 +154,6 @@ class FourDShape extends THREE.Group {
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}
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}
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}
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export { FourDShape };
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7
gui.js
7
gui.js
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@ -8,6 +8,7 @@ const DEFAULTS = {
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linkopacity: 0.5,
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link2opacity: 0.5,
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shape: '120-cell',
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visibility: 5,
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inscribed: false,
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inscribe_all: false,
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color: 0x3293a9,
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@ -22,7 +23,7 @@ const DEFAULTS = {
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class FourDGUI {
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constructor(changeShape, setColor, setBackground, setLinkOpacity) {
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constructor(changeShape, setColor, setBackground, setLinkOpacity, setVisibility) {
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this.gui = new GUI();
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this.parseLinkParams();
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const guiObj = this;
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@ -34,6 +35,7 @@ class FourDGUI {
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linkopacity: this.link['linkopacity'],
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link2opacity: this.link['linkopacity'],
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nodesize: this.link['nodesize'],
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depth: this.link['depth'],
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color: this.link['color'],
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background: this.link['background'],
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hyperplane: this.link['hyperplane'],
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@ -60,6 +62,7 @@ class FourDGUI {
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(v) => setLinkOpacity(v, false)
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);
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this.gui.add(this.params, 'nodesize', 0.1, 4);
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this.gui.add(this.params, 'visibility', [ 0, 1, 2, 3, 4, 5 ]).onChange((v) => setVisibility(v));
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this.gui.addColor(this.params, 'color').onChange(setColor);
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this.gui.addColor(this.params, 'background').onChange(setBackground);
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this.gui.add(this.params, 'rotation', [ 'rigid', 'tumbling', 'inside-out', 'axisymmetrical' ]);
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@ -96,7 +99,7 @@ class FourDGUI {
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const guiObj = this;
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this.urlParams = this.linkUrl.searchParams;
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for( const param of [ "shape", "rotation" ]) {
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for( const param of [ "shape", "rotation", "visiblity" ]) {
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const value = this.urlParams.get(param);
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if( value ) {
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this.link[param] = value;
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15
main.js
15
main.js
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@ -61,6 +61,10 @@ for( const face_m of face_ms ) {
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face_m.opacity = FACE_OPACITY;
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}
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// the best way to do this -
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// each STRUCTURE should present a menu of OPTIONS which
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// are say a set of inscribed shapes, or a subset etc
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// ie 120-cell - inscribed, layers, hopf fibrations etc
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const STRUCTURES = {
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'5-cell': POLYTOPES.cell5(),
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@ -144,13 +148,18 @@ function setLinkOpacity(o, primary) {
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}
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let gui; //
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let visible_labels = 6;
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function changeShape() {
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console.log("change shape!")
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createShape(gui.params.shape, gui.params.inscribed, gui.params.inscribe_all);
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}
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gui = new FourDGUI(changeShape, setColors, setBackground, setLinkOpacity);
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function setVisibility(v) {
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console.log("setVisibility");
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visible_labels = v;
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}
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gui = new FourDGUI(changeShape, setColors, setBackground, setLinkOpacity, setVisibility);
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// these are here to pick up colour settings from the URL params
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setColors(gui.params.color);
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@ -212,7 +221,7 @@ function animate() {
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shape.hyperplane = gui.params.hyperplane;
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shape.link_scale = gui.params.thickness;
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shape.node_scale = gui.params.nodesize;
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shape.render3(rotations);
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shape.render3(rotations, (l) => l <= visible_labels);
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renderer.render( scene, camera );
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}
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