229 lines
5.7 KiB
JavaScript
229 lines
5.7 KiB
JavaScript
import * as THREE from 'three';
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import * as POLYTOPES from './polytopes.js';
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import { get_rotation } from './rotation.js';
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import { FourDGUI, DEFAULTS } from './gui.js';
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import { FourDShape } from './fourDShape.js';
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import { get_colours } from './colours.js';
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const FACE_OPACITY = 0.3;
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// scene, lights and camera
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
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const light = new THREE.PointLight(0xffffff, 2);
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light.position.set(10, 10, 10);
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scene.add(light);
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const light2 = new THREE.PointLight(0xffffff, 2);
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light2.position.set(-10, 5, 10);
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scene.add(light);
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const amblight = new THREE.AmbientLight(0xffffff, 0.5);
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scene.add(amblight);
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camera.position.set(1, 1, 3);
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camera.lookAt(0, 0, 0);
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camera.position.z = 4;
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const renderer = new THREE.WebGLRenderer({antialias: true});
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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// set up colours and materials for gui callbacks
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scene.background = new THREE.Color(DEFAULTS.background);
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const material = new THREE.MeshStandardMaterial({ color: DEFAULTS.color });
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const node_colours = get_colours(DEFAULTS.color);
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material.transparent = true;
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material.opacity = 0.5;
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const node_ms = node_colours.map((c) => new THREE.MeshStandardMaterial({color: c}));
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const link_ms = node_colours.map((c) => new THREE.MeshStandardMaterial({color: c}));
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link_ms.map((m) => {
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m.transparent = true;
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m.opacity = 0.5;
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}
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)
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const face_ms = [
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new THREE.MeshLambertMaterial( { color: 0x44ff44 } )
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];
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for( const face_m of face_ms ) {
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face_m.transparent = true;
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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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'16-cell': POLYTOPES.cell16(),
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'tesseract': POLYTOPES.tesseract(),
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'24-cell': POLYTOPES.cell24(),
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'dodecahedron': POLYTOPES.dodecahedron(),
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'120-cell': POLYTOPES.cell120(),
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'120-cell-a': POLYTOPES.cell120_layered(1),
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'120-cell-b': POLYTOPES.cell120_layered(2),
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'120-cell-c': POLYTOPES.cell120_layered(3),
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'120-cell-d': POLYTOPES.cell120_layered(4),
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'120-cell-e': POLYTOPES.cell120_layered(5),
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'120-cell-f': POLYTOPES.cell120_layered(6),
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'600-cell': POLYTOPES.cell600(),
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};
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const INSCRIBED = {
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'tesseract': POLYTOPES.tesseract_inscribed(),
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'24-cell': POLYTOPES.cell24_inscribed(),
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'120-cell': POLYTOPES.cell120_inscribed(),
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'600-cell': POLYTOPES.cell600_inscribed(),
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'dodecahedron': POLYTOPES.dodecahedron_inscribed(),
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};
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const ALL_INSCRIBED = {
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'tesseract': POLYTOPES.tesseract_all_inscribed(),
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'24-cell': POLYTOPES.cell24_all_inscribed(),
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'120-cell': POLYTOPES.cell120_all_inscribed(),
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'600-cell': POLYTOPES.cell600_all_inscribed(),
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'dodecahedron': POLYTOPES.dodecahedron_all_inscribed(),
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}
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let shape = false;
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function createShape(name, inscribed, all) {
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if( shape ) {
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scene.remove(shape);
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}
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let structure = STRUCTURES[name];
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if( inscribed ) {
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if( name in INSCRIBED ) {
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if( all ) {
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structure = ALL_INSCRIBED[name];
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} else {
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structure = INSCRIBED[name];
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}
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}
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}
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shape = new FourDShape(node_ms, link_ms, face_ms, structure);
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scene.add(shape);
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}
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// initialise gui and read params from URL
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// callbacks to do things which are triggered by controls: reset the shape,
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// change the colors. Otherwise we just read stuff from gui.params.
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function setColors(c) {
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const nc = get_colours(c);
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for( let i = 0; i < node_ms.length; i++ ) {
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node_ms[i].color = new THREE.Color(nc[i]);
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link_ms[i].color = new THREE.Color(nc[i]);
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}
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material.color = new THREE.Color(c);
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}
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function setBackground(c) {
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scene.background = new THREE.Color(c)
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}
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function setLinkOpacity(o, primary) {
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if( primary ) {
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link_ms[0].opacity = o;
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} else {
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for( const lm of link_ms.slice(1) ) {
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lm.opacity = o;
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}
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}
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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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createShape(gui.params.shape, gui.params.inscribed, gui.params.inscribe_all);
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}
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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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setBackground(gui.params.background);
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const dragK = 0.005;
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const damping = 0.99;
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let theta = 0;
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let psi = 0;
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let theta0 = 0;
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let psi0 = 0;
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let dragx0 = 0;
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let dragy0 = 0;
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let dragging = false;
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renderer.domElement.addEventListener("pointerdown", (event) => {
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if( event.buttons === 1 ) {
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theta0 = theta;
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psi0 = psi;
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dragx0 = event.clientX;
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dragy0 = event.clientY;
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dragging = true;
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}
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})
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renderer.domElement.addEventListener("pointermove", (event) => {
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if( event.buttons === 1 ) {
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const theta1 = theta0 + (event.clientX - dragx0) * dragK;
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const psi1 = psi0 + (event.clientY - dragy0) * dragK;
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gui.params.dtheta = theta1 - theta;
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gui.params.dpsi = psi1 - psi;
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theta = theta1;
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psi = psi1;
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}
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})
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renderer.domElement.addEventListener("pointerup", (event) => {
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dragging = false;
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})
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createShape(gui.params.shape, gui.params.inscribed, gui.params.inscribe_all);
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function animate() {
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requestAnimationFrame( animate );
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if( ! dragging ) {
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theta += gui.params.dtheta;
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psi += gui.params.dpsi;
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if( gui.params.damping ) {
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gui.params.dtheta = gui.params.dtheta * damping;
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gui.params.dpsi = gui.params.dpsi * damping;
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}
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}
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const rotations = get_rotation(gui.params.rotation, theta, psi);
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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, (l) => l <= visible_labels);
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renderer.render( scene, camera );
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}
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animate();
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