fourdjs/main.js

238 lines
4.3 KiB
JavaScript

import * as THREE from 'three';
import * as POLYTOPES from './polytopes.js';
import { FourDShape } from './fourDShape.js';
import { GUI } from 'lil-gui';
const DEFAULT_SHAPE = '5-cell';
// 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 NODE_OPACITY = 1.0;
const LINK_OPACITY = 1.0;
const node_ms = [
new THREE.MeshStandardMaterial( { color: 0x90ebff } )
];
for( const node_m of node_ms ) {
node_m.roughness = 0.9;
if( NODE_OPACITY < 1.0 ) {
node_m.transparent = true;
node_m.opacity = NODE_OPACITY;
}
}
const link_ms = [
new THREE.MeshStandardMaterial( { color: 0x90ebff } )
];
for( const link_m of link_ms ) {
link_m.metalness = 0.8;
link_m.roughness = 0.1;
if( LINK_OPACITY < 1.0 ) {
link_m.transparent = true;
link_m.opacity = LINK_OPACITY;
}
}
const STRUCTURES = {
'5-cell': POLYTOPES.cell5(),
'16-cell': POLYTOPES.cell16(),
'tesseract': POLYTOPES.tesseract(),
'24-cell': POLYTOPES.cell24(),
'120-cell': POLYTOPES.cell120(),
'600-cell': POLYTOPES.cell600()
};
let shape = false;
function createShape(name) {
if( shape ) {
scene.remove(shape);
}
shape = new FourDShape(node_ms, link_ms, STRUCTURES[name]);
scene.add(shape);
}
createShape(DEFAULT_SHAPE);
camera.position.z = 4;
const dragK = 0.005;
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;
}
})
// set up GUI
const gui = new GUI();
const gui_params = {
shape: DEFAULT_SHAPE,
hyperplane: 2,
xRotate: 'YW',
yRotate: 'XZ',
};
gui.add(gui_params, 'shape',
[ '5-cell', '16-cell', 'tesseract', '24-cell', '120-cell', '600-cell' ]
).onChange(createShape)
gui.add(gui_params, 'hyperplane', 1.5, 4);
gui.add(gui_params, 'xRotate', [ 'YW', 'YZ', 'ZW' ]);
gui.add(gui_params, 'yRotate', [ 'XZ', 'XY', 'XW' ]);
const ROTFN = {
XY: rotXY,
XZ: rotXZ,
XW: rotXW,
YZ: rotYZ,
YW: rotYW,
ZW: rotZW,
};
const rotation = new THREE.Matrix4();
function animate() {
requestAnimationFrame( animate );
const rotations = [
ROTFN[gui_params.xRotate](theta),
ROTFN[gui_params.yRotate](psi)
];
shape.hyperplane = gui_params.hyperplane;
shape.render3(rotations);
renderer.render( scene, camera );
}
animate();