188 lines
3.6 KiB
JavaScript
188 lines
3.6 KiB
JavaScript
import * as THREE from 'three';
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import * as POLYTOPES from './polytopes.js';
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import { FourDShape } from './fourDShape.js';
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const NODE_OPACITY = 1.0;
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const LINK_OPACITY = 0.7;
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// hacky stuff for 4d rotations
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// see https://math.stackexchange.com/questions/1402362/can-rotations-in-4d-be-given-an-explicit-matrix-form#1402376
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function rotZW(theta) {
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const ctheta = Math.cos(theta);
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const stheta = Math.sin(theta);
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return new THREE.Matrix4(
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ctheta, -stheta, 0, 0,
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stheta, ctheta, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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}
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function rotYW(theta) {
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const ctheta = Math.cos(theta);
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const stheta = Math.sin(theta);
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return new THREE.Matrix4(
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ctheta, 0, -stheta, 0,
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0, 1, 0, 0,
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stheta, 0, ctheta, 0,
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0, 0, 0, 1,
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);
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}
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function rotYZ(theta) {
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const ctheta = Math.cos(theta);
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const stheta = Math.sin(theta);
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return new THREE.Matrix4(
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ctheta, 0, 0, -stheta,
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0, 1, 0, 0,
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0, 0, 1, 0,
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stheta, 0, 0, ctheta,
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);
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}
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function rotXW(theta) {
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const ctheta = Math.cos(theta);
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const stheta = Math.sin(theta);
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return new THREE.Matrix4(
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1, 0, 0, 0,
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0, ctheta, -stheta, 0,
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0, stheta, ctheta, 0,
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0, 0, 0, 1
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);
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}
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function rotXZ(theta) {
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const ctheta = Math.cos(theta);
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const stheta = Math.sin(theta);
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return new THREE.Matrix4(
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1, 0, 0, 0,
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0, ctheta, 0, -stheta,
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0, 0, 1, 0,
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0, stheta, 0, ctheta,
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);
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}
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function rotXY(theta) {
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const ctheta = Math.cos(theta);
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const stheta = Math.sin(theta);
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return new THREE.Matrix4(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, ctheta, -stheta,
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0, 0, stheta, ctheta,
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);
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}
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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 amblight = new THREE.AmbientLight(0xffffff, 0.5);
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scene.add(amblight);
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scene.background = new THREE.Color(0xdddddd);
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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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const struct = POLYTOPES.cell24();
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const node_ms = [
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new THREE.MeshStandardMaterial( { color: 0x990000 } ),
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new THREE.MeshStandardMaterial( { color: 0x009900 } ),
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new THREE.MeshStandardMaterial( { color: 0x000099 } ),
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];
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for( const node_m of node_ms ) {
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node_m.roughness = 0.2;
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if( NODE_OPACITY < 1.0 ) {
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node_m.transparent = true;
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node_m.opacity = NODE_OPACITY;
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}
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}
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const link_ms = [
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new THREE.MeshStandardMaterial( { color: 0x999900 } ),
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new THREE.MeshStandardMaterial( { color: 0x009999 } ),
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new THREE.MeshStandardMaterial( { color: 0x990099 } ),
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];
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for( const link_m of link_ms ) {
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link_m.metalness = 0.4;
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link_m.roughness = 0.0;
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if( NODE_OPACITY < 1.0 ) {
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node_m.transparent = true;
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node_m.opacity = NODE_OPACITY;
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}
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}
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const shape = new FourDShape(node_ms, link_ms, struct);
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scene.add(shape);
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camera.position.z = 4;
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const dragK = 0.01;
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let theta = 0;
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let psi = 0;
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let startX = 0;
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let startY = 0;
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let startX0 = 0;
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let startY0 = 0;
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renderer.domElement.addEventListener("mousedown", (event) => {
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if( event.buttons === 1 ) {
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startX = event.clientX;
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startY = event.clientY;
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startX0 = theta / dragK;
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startY0 = theta / dragK;
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}
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})
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renderer.domElement.addEventListener("mousemove", (event) => {
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if( event.buttons === 1 ) {
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theta = (event.clientX - startX + startX0) * dragK;
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psi = (event.clientY - startY + startY0) * dragK;
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}
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})
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const rotation = new THREE.Matrix4();
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function animate() {
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requestAnimationFrame( animate );
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const rotations = [rotYZ(theta), rotXZ(psi)];
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shape.render3(rotations);
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renderer.render( scene, camera );
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}
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animate(); |