import * as THREE from 'three'; import * as POLYTOPES from './polytopes.js'; import { FourDShape } from './fourDShape.js'; const NODE_OPACITY = 1.0; const LINK_OPACITY = 0.7; // hacky stuff for 4d rotations // see https://math.stackexchange.com/questions/1402362/can-rotations-in-4d-be-given-an-explicit-matrix-form#1402376 function rotZW(theta) { const ctheta = Math.cos(theta); 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, ); } 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 amblight = new THREE.AmbientLight(0xffffff, 0.5); scene.add(amblight); scene.background = new THREE.Color(0xdddddd); const renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); const struct = POLYTOPES.cell24(); // TODO = automate going from struct labels to colours, this now only // works with the 24-cell const node_ms = {}; node_ms["RED"] = new THREE.MeshStandardMaterial( { color: 0x990044 } ); node_ms["GREEN"] = new THREE.MeshStandardMaterial( { color: 0xffffee } ); node_ms["BLUE"] = new THREE.MeshStandardMaterial( { color: 0x101010 } ); for( const label in node_ms ) { const node_m = node_ms[label]; node_m.roughness = 0.2; if( NODE_OPACITY < 1.0 ) { node_m.transparent = true; node_m.opacity = NODE_OPACITY; } } const link_m = new THREE.MeshStandardMaterial( { color: 0xb0b0b0 } ); link_m.metalness = 0.4; link_m.roughness = 0.0; if( LINK_OPACITY < 1.0 ) { link_m.transparent = true; link_m.opacity = LINK_OPACITY; } const shape = new FourDShape(node_ms, link_m, struct); scene.add(shape); camera.position.z = 4; const dragK = 0.01; let theta = 0; let psi = 0; let startX = 0; let startY = 0; let startX0 = 0; let startY0 = 0; renderer.domElement.addEventListener("mousedown", (event) => { if( event.buttons === 1 ) { startX = event.clientX; startY = event.clientY; startX0 = theta / dragK; startY0 = theta / dragK; } }) renderer.domElement.addEventListener("mousemove", (event) => { if( event.buttons === 1 ) { theta = (event.clientX - startX + startX0) * dragK; psi = (event.clientY - startY + startY0) * dragK; } }) const rotation = new THREE.Matrix4(); function animate() { requestAnimationFrame( animate ); const rotations = [rotYZ(theta), rotXZ(psi)]; shape.render3(rotations); renderer.render( scene, camera ); } animate();