Links and link scaling is working

feature-big-polytopes
Mike Lynch 2023-07-23 15:57:34 +10:00
parent 03b632e6fe
commit 3fbdf3dd41
1 changed files with 138 additions and 82 deletions

216
main.js
View File

@ -72,12 +72,86 @@ const CELL16 = {
] ]
}; };
// hacky stuff for 4d rotations
// see https://math.stackexchange.com/questions/1402362/can-rotations-in-4d-be-given-an-explicit-matrix-form#1402376
function fourDtoV3(x, y, z, w) { function rotZW(theta) {
const k = HYPERPLANE / (HYPERPLANE + w); const ctheta = Math.cos(theta);
return new THREE.Vector3(x * k, y * k, z * k); 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,
);
}
// putting rotation here first - it's a matrix4
function fourDtoV3(x, y, z, w, m4) {
const v4 = new THREE.Vector4(x, y, z, w);
v4.applyMatrix4(m4);
const k = HYPERPLANE / (HYPERPLANE + v4.w);
return new THREE.Vector3(v4.x * k, v4.y * k, v4.z * k);
} }
@ -88,93 +162,78 @@ class FourDShape extends THREE.Group {
this.node_m = node_m; this.node_m = node_m;
this.link_m = link_m; this.link_m = link_m;
this.nodes4 = structure.nodes; this.nodes4 = structure.nodes;
this.nodes3 = {}; // is a dict-by-id this.nodes3 = {};
this.links = structure.links; this.links = structure.links;
this.initNodes3(); this.initShapes();
} }
initNodes3() {
for( const n of this.nodes4 ) {
const v3 = fourDtoV3(n.x, n.y, n.z, n.w);
this.nodes3[n.id] = {
v3: v3,
object: this.makeNode(v3)
};
}
}
makeNode(v3) { makeNode(v3) {
const geometry = new THREE.SphereGeometry(NODE_SIZE); const geometry = new THREE.SphereGeometry(NODE_SIZE);
const sphere = new THREE.Mesh(geometry, this.node_m); const sphere = new THREE.Mesh(geometry, this.node_m);
sphere.position.copy(v3); sphere.position.copy(v3);
console.log(`Added sphere ${sphere}`);
this.add(sphere); this.add(sphere);
return sphere; return sphere;
} }
}
makeLink(link) {
const n1 = this.nodes3[link.source].v3;
const n2 = this.nodes3[link.target].v3;
function makeLink(link_m, n1, n2) {
const length = n1.distanceTo(n2); const length = n1.distanceTo(n2);
const centre = new THREE.Vector3(); const centre = new THREE.Vector3();
centre.lerpVectors(n1, n2, 0.5); centre.lerpVectors(n1, n2, 0.5);
const geometry = new THREE.CylinderGeometry(LINK_SIZE, LINK_SIZE,length); const geometry = new THREE.CylinderGeometry(LINK_SIZE, LINK_SIZE, 1);
const cyl = new THREE.Mesh(geometry, link_m); const cyl = new THREE.Mesh(geometry, this.link_m);
const pivot = new THREE.Group(); const edge = new THREE.Group();
pivot.add(cyl); edge.add(cyl);
pivot.position.copy(centre); edge.position.copy(centre);
pivot.lookAt(n2); edge.lookAt(n2);
edge.scale.copy(new THREE.Vector3(1, length, 1));
cyl.rotation.x = Math.PI / 2.0; cyl.rotation.x = Math.PI / 2.0;
return pivot; this.add(edge);
return edge;
}
updateLink(link) {
const n1 = this.nodes3[link.source].v3;
const n2 = this.nodes3[link.target].v3;
const length = n1.distanceTo(n2);
const centre = new THREE.Vector3();
centre.lerpVectors(n1, n2, 0.5);
link.object.position.copy(centre);
link.object.lookAt(n2);
link.object.scale.copy(new THREE.Vector3(1, 1, length));
}
initShapes() {
for( const n of this.nodes4 ) {
const v3 = fourDtoV3(n.x, n.y, n.z, n.w, new THREE.Matrix4());
this.nodes3[n.id] = {
v3: v3,
object: this.makeNode(v3)
};
}
for( const l of this.links ) {
l.object = this.makeLink(l);
}
}
update(m4) {
for( const n of this.nodes4 ) {
const v3 = fourDtoV3(n.x, n.y, n.z, n.w, m4);
this.nodes3[n.id].v3 = v3;
this.nodes3[n.id].object.position.copy(v3);
// could do scaling here
}
for( const l of this.links ) {
this.updateLink(l);
}
}
} }
function makeWireFrame(node_m, link_m, graph3) {
const nodeids = {}
const group = new THREE.Group();
for ( const n of graph3.nodes ) {
const v3 = new THREE.Vector3(n.x, n.y, n.z);
nodeids[n.id] = v3.clone();
const geometry = new THREE.SphereGeometry(NODE_SIZE);
const sphere = new THREE.Mesh(geometry, node_m);
sphere.position.copy(v3);
group.add(sphere);
}
for ( const l of graph3.links ) {
const link = makeLink(link_m, nodeids[l.source], nodeids[l.target]);
group.add(link);
}
return group;
}
// TODO - turn W into a parameter for the node size
// function makeShape4D(node_m, link_m, graph4) {
// const nodes3 = nodes4tonodes3(graph4.nodes);
// const nodeids = {}
// const group = new FourDShape();
// for ( const n of nodes3 ) {
// nodeids[n.id] = n.v3;
// const geometry = new THREE.SphereGeometry(NODE_SIZE);
// const sphere = new THREE.Mesh(geometry, node_m);
// sphere.position.copy(n.v3);
// group.add(sphere);
// }
// for ( const l of graph4.links ) {
// const link = makeLink(link_m, nodeids[l.source], nodeids[l.target]);
// group.add(link);
// }
// return group;
// }
@ -196,7 +255,7 @@ renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement ); document.body.appendChild( renderer.domElement );
const node_m = new THREE.MeshStandardMaterial( const node_m = new THREE.MeshStandardMaterial(
{ color: 0x330000 } ); { color: 0x990044 } );
node_m.roughness = 0.2; node_m.roughness = 0.2;
@ -213,25 +272,22 @@ link_m.opacity = 0.3;
const shape = new FourDShape(node_m, link_m, CELL5); const shape = new FourDShape(node_m, link_m, CELL5);
scene.add(shape); scene.add(shape);
camera.position.z = 4;
let theta = 0;
camera.position.z = 3;
let tick = 0;
const rotation = new THREE.Matrix4();
function animate() { function animate() {
requestAnimationFrame( animate ); requestAnimationFrame( animate );
shape.rotation.x = tick * 0.3; theta += 0.02;
shape.rotation.y = tick * 0.5;
tick += 0.01; shape.update(rotXY(theta));
renderer.render( scene, camera ); renderer.render( scene, camera );
} }
animate(); animate();