More tinkering with geometry
parent
cb0f0fb2bd
commit
702df89634
43
main.js
43
main.js
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@ -3,18 +3,17 @@ import * as THREE from 'three';
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const NODE_SIZE = 0.2;
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const LINK_SIZE = 0.1;
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function makeShape(graph) {
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function makeWireFrame(link_m, node_m, graph) {
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const nodeids = {}
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const group = new THREE.Group();
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for ( const n of graph.nodes ) {
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nodeids[n.id] = [ n.x, n.y, n.z ];
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const geometry = new THREE.SphereGeometry(NODE_SIZE, NODE_SIZE,NODE_SIZE);
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const material = new THREE.MeshBasicMaterial({color: 0x00ff00});
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const sphere = new THREE.Mesh(geometry, material);
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const geometry = new THREE.SphereGeometry(NODE_SIZE);
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const sphere = new THREE.Mesh(geometry, mode_m);
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group.add(sphere);
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sphere.x = n.x;
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sphere.y = n.y;
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sphere.z = n.z;
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sphere.position.x = n.x;
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sphere.position.y = n.y;
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sphere.position.z = n.z;
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}
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return group;
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}
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@ -44,10 +43,6 @@ const renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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// const geometry = new THREE.BoxGeometry( 1, 1, 1 );
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// const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
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// const cube = new THREE.Mesh( geometry, material );
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// scene.add( cube );
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const group = new THREE.Group();
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@ -56,12 +51,34 @@ const sphere_m = new THREE.MeshBasicMaterial( { color: 0x33ff00 } );
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const sphere = new THREE.Mesh( sphere_g, sphere_m );
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group.add( sphere );
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sphere.position.x = -2;
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const sphere2_g = new THREE.SphereGeometry( 1 );
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const sphere2 = new THREE.Mesh( sphere_g, sphere_m );
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group.add( sphere2 );
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sphere2.position.x = 2;
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const cyl_g = new THREE.CylinderGeometry( 0.2, 0.2, 4 );
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const cyl_m = new THREE.MeshBasicMaterial( { color: 0x009930 } );
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const cyl = new THREE.Mesh( cyl_g, cyl_m );
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group.add( cyl );
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// const shape = makeShape({
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// nodes: [
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// { id: 1, x: -10, y: -10, z: -10 },
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// { id: 2, x: 10, y: 10, z: 10}
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// ],
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// links: [
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// { id: 1, source: 1, target: 1 }
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// ]
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// });
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scene.add(group);
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@ -73,10 +90,8 @@ let tick = 0;
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function animate() {
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requestAnimationFrame( animate );
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group.rotation.x = tick;
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group.position.x = Math.sin(tick) * 2;
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group.rotation.y = tick;
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cyl.position.y = Math.sin(tick * 10) * 0.4;
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cyl.rotation.x = tick * 2;
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tick += 0.01;
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renderer.render( scene, camera );
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