import * as THREE from 'three'; import * as POLYTOPES from './polytopes.js'; import { get_rotation } from './rotation.js'; import { FourDGUI, DEFAULTS } from './gui.js'; import { FourDShape } from './fourDShape.js'; import { get_colours } from './colours.js'; const FACE_OPACITY = 0.3; // scene, lights and camera 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); const light2 = new THREE.PointLight(0xffffff, 2); light2.position.set(-10, 5, 10); scene.add(light); const amblight = new THREE.AmbientLight(0xffffff, 0.5); scene.add(amblight); camera.position.set(1, 1, 3); camera.lookAt(0, 0, 0); camera.position.z = 4; const renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); // set up colours and materials for gui callbacks scene.background = new THREE.Color(DEFAULTS.background); const material = new THREE.MeshStandardMaterial({ color: DEFAULTS.color }); const node_colours = get_colours(DEFAULTS.color); material.transparent = true; material.opacity = 0.5; const node_ms = node_colours.map((c) => new THREE.MeshStandardMaterial({color: c})); const link_ms = node_colours.map((c) => new THREE.MeshStandardMaterial({color: c})); link_ms.map((m) => { m.transparent = true; m.opacity = 0.5; } ) const face_ms = [ new THREE.MeshLambertMaterial( { color: 0x44ff44 } ) ]; for( const face_m of face_ms ) { face_m.transparent = true; face_m.opacity = FACE_OPACITY; } // the best way to do this - // each STRUCTURE should present a menu of OPTIONS which // are say a set of inscribed shapes, or a subset etc // ie 120-cell - inscribed, layers, hopf fibrations etc const STRUCTURES = { '5-cell': POLYTOPES.cell5(), '16-cell': POLYTOPES.cell16(), 'tesseract': POLYTOPES.tesseract(), '24-cell': POLYTOPES.cell24(), 'dodecahedron': POLYTOPES.dodecahedron(), '120-cell': POLYTOPES.cell120(), '120-cell-a': POLYTOPES.cell120_layered(1), '120-cell-b': POLYTOPES.cell120_layered(2), '120-cell-c': POLYTOPES.cell120_layered(3), '120-cell-d': POLYTOPES.cell120_layered(4), '120-cell-e': POLYTOPES.cell120_layered(5), '120-cell-f': POLYTOPES.cell120_layered(6), '600-cell': POLYTOPES.cell600(), }; const INSCRIBED = { 'tesseract': POLYTOPES.tesseract_inscribed(), '24-cell': POLYTOPES.cell24_inscribed(), '120-cell': POLYTOPES.cell120_inscribed(), '600-cell': POLYTOPES.cell600_inscribed(), 'dodecahedron': POLYTOPES.dodecahedron_inscribed(), }; const ALL_INSCRIBED = { 'tesseract': POLYTOPES.tesseract_all_inscribed(), '24-cell': POLYTOPES.cell24_all_inscribed(), '120-cell': POLYTOPES.cell120_all_inscribed(), '600-cell': POLYTOPES.cell600_all_inscribed(), 'dodecahedron': POLYTOPES.dodecahedron_all_inscribed(), } let shape = false; function createShape(name, inscribed, all) { if( shape ) { scene.remove(shape); } let structure = STRUCTURES[name]; if( inscribed ) { if( name in INSCRIBED ) { if( all ) { structure = ALL_INSCRIBED[name]; } else { structure = INSCRIBED[name]; } } } shape = new FourDShape(node_ms, link_ms, face_ms, structure); scene.add(shape); } // initialise gui and read params from URL // callbacks to do things which are triggered by controls: reset the shape, // change the colors. Otherwise we just read stuff from gui.params. 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]); link_ms[i].color = new THREE.Color(nc[i]); } material.color = new THREE.Color(c); } function setBackground(c) { scene.background = new THREE.Color(c) } function setLinkOpacity(o, primary) { if( primary ) { link_ms[0].opacity = o; } else { for( const lm of link_ms.slice(1) ) { lm.opacity = o; } } } let gui; // let visible_labels = 6; function changeShape() { createShape(gui.params.shape, gui.params.inscribed, gui.params.inscribe_all); } function setVisibility(v) { console.log("setVisibility"); visible_labels = v; } gui = new FourDGUI(changeShape, setColors, setBackground, setLinkOpacity, setVisibility); // these are here to pick up colour settings from the URL params setColors(gui.params.color); setBackground(gui.params.background); const dragK = 0.005; const damping = 0.99; let theta = 0; let psi = 0; let theta0 = 0; let psi0 = 0; let dragx0 = 0; let dragy0 = 0; let dragging = false; renderer.domElement.addEventListener("pointerdown", (event) => { if( event.buttons === 1 ) { theta0 = theta; psi0 = psi; dragx0 = event.clientX; dragy0 = event.clientY; dragging = true; } }) renderer.domElement.addEventListener("pointermove", (event) => { if( event.buttons === 1 ) { const theta1 = theta0 + (event.clientX - dragx0) * dragK; const psi1 = psi0 + (event.clientY - dragy0) * dragK; gui.params.dtheta = theta1 - theta; gui.params.dpsi = psi1 - psi; theta = theta1; psi = psi1; } }) renderer.domElement.addEventListener("pointerup", (event) => { dragging = false; }) createShape(gui.params.shape, gui.params.inscribed, gui.params.inscribe_all); function animate() { requestAnimationFrame( animate ); if( ! dragging ) { 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; } } const rotations = get_rotation(gui.params.rotation, theta, psi); shape.hyperplane = gui.params.hyperplane; shape.link_scale = gui.params.thickness; shape.node_scale = gui.params.nodesize; shape.render3(rotations, (l) => l <= visible_labels); renderer.render( scene, camera ); } animate();