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@@ -0,0 +1,645 @@
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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - multiple elements with text</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ * {
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+ box-sizing: border-box;
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+ -moz-box-sizing: border-box;
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+ }
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+
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+ body {
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+ color: #000;
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+ font-family: Monospace;
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+ font-size: 13px;
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+
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+ background-color: #fff;
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+ margin: auto;
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+ padding: .5in;
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+ max-width: 7in;
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+ text-align: justify;
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+ }
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+
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+ .view {
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+ width: 5in;
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+ height: 5in;
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+ margin: auto;
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+ }
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+
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+ #c {
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+ position: fixed;
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+ left: 0px; top: 0px;
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+ width: 100%;
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+ height: 100%;
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+ background-color: #fff;
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+ z-index: -1;
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+ }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px; width: 6.5in;
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+ padding: 0px;
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+ text-align: center;
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+ }
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+
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+ a {
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+ color: #0080ff;
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+ }
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+
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+ .math {
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+
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+ text-align: center;
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+
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+ }
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+
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+ .math-frac {
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+
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+ display: inline-block;
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+ vertical-align: middle;
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+
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+ }
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+
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+ .math-num {
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+
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+ display: block;
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+
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+ }
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+
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+ .math-denom {
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+
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+ display: block;
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+ border-top: 1px solid;
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+
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+ }
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+
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+ .math-sqrt {
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+
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+ display: inline-block;
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+ transform: scale(1, 1.3);
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+
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+ }
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+
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+ .math-sqrt-stem {
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+
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+ display: inline-block;
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+ border-top: 1px solid;
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+ margin-top: 5px;
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+
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+ }
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+
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+ </style>
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+ </head>
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+ <body>
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+
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+ <canvas id="c"></canvas>
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+
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+ <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - multiple elements with text - webgl</div>
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+
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+ <script src="../build/three.min.js"></script>
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+ <script src="js/controls/OrbitControls.js"></script>
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+
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+ <script src="js/Detector.js"></script>
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+
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+ <script>
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var scenes = [], views, t, canvas, renderer;
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+
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+ window.onload = init;
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+
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+ function init() {
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+
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+ var balls = 20;
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+ var size = .25;
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+
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+ var colors = [ 'rgb(0,127,255)', 'rgb(255,0,0)', 'rgb(0,255,0)', 'rgb(0,255,255)',
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+ 'rgb(255,0,255)', 'rgb(255,0,127)', 'rgb(255,255,0)', 'rgb(0,255,127)' ];
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+
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+ canvas = document.getElementById( 'c' );
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+
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+ renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
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+ renderer.setClearColor( 0xffffff, 1 );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+
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+ views = document.querySelectorAll( '.view' );
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+
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+ for ( var n = 0 ; n < views.length ; n++ ) {
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+
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+ var scene = new THREE.Scene();
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+
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+ var geometry = new THREE.Geometry();
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+ var geometry0 = new THREE.Geometry();
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+
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+ if ( views[n].lattice ) {
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+
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+ var range = balls / 2;
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+ for ( var i = -range ; i <= range ; i++ ) {
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+
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+ for ( var j = -range ; j <= range ; j++ ) {
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+
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+ for ( var k = -range ; k <= range ; k++ ) {
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+
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+ geometry.vertices.push( new THREE.Vector3( i, j, k ) );
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+ geometry0.vertices.push( new THREE.Vector3( i, j, k ) );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ } else {
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+
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+ for ( var m = 0 ; m < Math.pow( balls, 3 ) ; m++ ) {
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+
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+ var i = balls * Math.random() - balls / 2;
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+ var j = balls * Math.random() - balls / 2;
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+ var k = balls * Math.random() - balls / 2;
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+
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+ geometry.vertices.push( new THREE.Vector3( i, j, k ) );
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+ geometry0.vertices.push( new THREE.Vector3( i, j, k ) );
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+
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+ }
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+
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+ }
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+
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+ var index = Math.floor( colors.length * Math.random() );
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+
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+ var canvas2 = document.createElement( 'canvas' );
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+ canvas2.width = 128;
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+ canvas2.height = 128;
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+ var context = canvas2.getContext( '2d' );
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+ context.arc( 64, 64, 64, 0, 2 * Math.PI );
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+ context.fillStyle = colors[ index ];
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+ context.fill();
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+ var texture = new THREE.Texture( canvas2 );
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+ texture.needsUpdate = true;
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+
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+ var material = new THREE.PointsMaterial( { size: size, map: texture, transparent: true, alphaTest: .1 } );
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+
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+ scene.add( new THREE.Points( geometry, material ) );
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+
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+ scene.userData.view = views[n];
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+ scene.userData.geometry0 = geometry0;
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+
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+ var camera = new THREE.PerspectiveCamera( 75, 1, .1, 100 );
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+ camera.position.set( 0, 0, 1.2*balls );
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+ scene.userData.camera = camera;
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+
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+ var controls = new THREE.OrbitControls( camera, views[n] );
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+ scene.userData.controls = controls;
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+
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+ scenes.push( scene );
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+
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+ }
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+
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+ t = 0;
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+ animate();
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+
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+ }
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+
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+ function updateSize() {
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+
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+ var width = canvas.clientWidth;
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+ var height = canvas.clientHeight;
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+
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+ if ( canvas.width !== width || canvas.height != height ) {
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+
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+ renderer.setSize( width, height, false );
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+
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+ }
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+
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+ }
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+
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+ function animate() {
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+
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+ render();
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+ requestAnimationFrame( animate );
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+
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+ }
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+
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+ function render() {
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+
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+ updateSize();
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+
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+ renderer.setClearColor( 0xffffff );
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+ renderer.setViewport( 0, 0, canvas.clientWidth, canvas.clientHeight );
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+ renderer.clear();
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+
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+ renderer.setClearColor( 0x000000 );
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+
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+ renderer.setScissorTest( true );
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+
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+ scenes.forEach( function( scene ) {
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+
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+ var rect = scene.userData.view.getBoundingClientRect();
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+ // check if it's offscreen. If so skip it
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+ if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
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+ rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
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+ return; // it's off screen
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+ }
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+ // set the viewport
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+ var width = rect.right - rect.left;
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+ var height = rect.bottom - rect.top;
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+ var left = rect.left;
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+ var bottom = renderer.domElement.clientHeight - rect.bottom;
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+ renderer.setViewport( left, bottom, width, height );
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+ renderer.setScissor( left, bottom, width, height );
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+
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+ renderer.render( scene, scene.userData.camera );
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+ scene.userData.controls.update();
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+
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+ for ( var i = 0 ; i < scene.children[0].geometry.vertices.length ; i++ ) {
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+
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+ var v0 = scene.userData.geometry0.vertices[i];
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+ var v = scene.userData.view.displacement( v0.x, v0.y, v0.z, t/5 );
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+ scene.children[0].geometry.vertices[i].set( v.x + v0.x, v.y + v0.y, v.z + v0.z );
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+
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+ }
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+
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+ scene.children[0].geometry.verticesNeedUpdate = true;
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+
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+ } );
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+
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+ renderer.setScissorTest( false );
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+ t++;
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+
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+ }
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+
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+ </script>
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+
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+ <p>Sound waves whose geometry is determined by a single dimension, plane waves, obey the wave equation</p>
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+
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+ <!-- css math formatting inspired by http://mathquill.com/mathquill/mathquill.css -->
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+
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+ <div class="math">
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+
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+ <span class="math-frac">
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+ <span class="math-num">
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+ ∂<sup>2</sup><i>u</i>
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+ </span>
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+ <span class="math-denom">
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+ ∂<i>r</i><sup>2</sup>
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+ </span>
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+ </span>
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+
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+ −
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+
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+ <span class="math-frac">
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+ <span class="math-num">
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+ 1<sup></sup> <!-- sup for vertical alignment -->
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+ </span>
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+ <span class="math-denom">
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+ <i>c</i><sup>2</sup>
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+ </span>
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+ </span>
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+
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+ <span class="math-frac">
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+ <span class="math-num">
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+ ∂<sup>2</sup><i>u</i>
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+ </span>
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+ <span class="math-denom">
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+ ∂<i>t</i><sup>2</sup>
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+ </span>
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+ </span>
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+
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+ = 0
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+
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+ </div>
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+
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+ <p>where <i>c</i> designates the speed of sound in the medium. The monochromatic solution for plane waves will be taken to be</p>
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+
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+ <div class="math">
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+
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+ <i>u</i>(<i>r</i>,<i>t</i>) = sin(<i>k</i><i>r</i> ± ω<i>t</i>)
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+
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+ </div>
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+
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+ <p>where ω is the frequency and <i>k</i>=ω/<i>c</i> is the wave number. The sign chosen in the argument determines the direction of movement of the waves.</p>
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+
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+ <p>Here is a plane wave moving on a three-dimensional lattice of atoms:</p>
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+
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+ <div class="view">
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+
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+ <script>
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+
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+ var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
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+
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+ parent.displacement = function( x, y, z, t ) {
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+
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+ return new THREE.Vector3( Math.sin( x - t ), 0, 0);
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+
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+ };
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+
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+ parent.lattice = true;
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+
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+ </script>
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+
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+ </div>
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+
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+ <p>Here is a plane wave moving through a three-dimensional random distribution of molecules:</p>
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+
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+ <div class="view">
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+
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+ <script>
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+
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+ var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
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+
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+ parent.displacement = function( x, y, z, t ) {
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+
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+ return new THREE.Vector3( Math.sin( x - t ), 0, 0);
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+
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+ };
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+
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+ parent.lattice = false;
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+
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+ </script>
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+
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+ </div>
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+
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+ <p>Sound waves whose geometry is determined by two dimensions, cylindrical waves, obey the wave equation</p>
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+
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+ <div class="math">
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+
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+ <span class="math-frac">
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+ <span class="math-num">
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+ ∂<sup>2</sup><i>u</i>
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+ </span>
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+ <span class="math-denom">
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+ ∂<i>r</i><sup>2</sup>
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+ </span>
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+ </span>
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+
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+ +
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+
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+ <span class="math-frac">
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+ <span class="math-num">
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+ 1
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+ </span>
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+ <span class="math-denom">
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+ <i>r</i>
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+ </span>
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+ </span>
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+
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+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ ∂<i>u</i>
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ ∂<i>r</i>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ −
|
|
|
|
+
|
|
|
|
+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ 1<sup></sup> <!-- sup for vertical alignment -->
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ <i>c</i><sup>2</sup>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ ∂<sup>2</sup><i>u</i>
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ ∂<i>t</i><sup>2</sup>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ = 0
|
|
|
|
+
|
|
|
|
+ </div>
|
|
|
|
+
|
|
|
|
+ <p>The monochromatic solution for cylindrical sound waves will be taken to be</p>
|
|
|
|
+
|
|
|
|
+ <div class="math">
|
|
|
|
+
|
|
|
|
+ <i>u</i>(<i>r</i>,<i>t</i>) =
|
|
|
|
+
|
|
|
|
+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ sin(<i>k</i><i>r</i> ± ω<i>t</i>)
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ <span class="math-sqrt">√</span><span class="math-sqrt-stem"><i>r</i>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ </div>
|
|
|
|
+
|
|
|
|
+ <div class="math">
|
|
|
|
+
|
|
|
|
+</span>
|
|
|
|
+
|
|
|
|
+ </div>
|
|
|
|
+
|
|
|
|
+ <p>Here is a cylindrical wave moving on a three-dimensional lattice of atoms:</p>
|
|
|
|
+
|
|
|
|
+ <div class="view">
|
|
|
|
+
|
|
|
|
+ <script>
|
|
|
|
+
|
|
|
|
+ var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
|
|
|
|
+
|
|
|
|
+ parent.displacement = function( x, y, z, t ) {
|
|
|
|
+
|
|
|
|
+ if ( x * x + y * y < 0.01 ) {
|
|
|
|
+
|
|
|
|
+ return new THREE.Vector3( 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ var rho = Math.sqrt( x * x + y * y );
|
|
|
|
+ var phi = Math.atan2( y, x );
|
|
|
|
+
|
|
|
|
+ return new THREE.Vector3( 1.5 * Math.cos( phi ) * Math.sin( rho - t ) / Math.sqrt( rho ), 1.5 * Math.sin( phi ) * Math.sin( rho - t ) / Math.sqrt( rho ), 0);
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ parent.lattice = true;
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+
|
|
|
|
+ </div>
|
|
|
|
+
|
|
|
|
+ <p>Here is a cylindrical wave moving through a three-dimensional random distribution of molecules:</p>
|
|
|
|
+
|
|
|
|
+ <div class="view">
|
|
|
|
+
|
|
|
|
+ <script>
|
|
|
|
+
|
|
|
|
+ var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
|
|
|
|
+
|
|
|
|
+ parent.displacement = function( x, y, z, t ) {
|
|
|
|
+
|
|
|
|
+ if ( x * x + y * y < 0.01 ) {
|
|
|
|
+
|
|
|
|
+ return new THREE.Vector3( 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ var rho = Math.sqrt( x * x + y * y );
|
|
|
|
+ var phi = Math.atan2( y, x );
|
|
|
|
+
|
|
|
|
+ return new THREE.Vector3( 1.5 * Math.cos( phi ) * Math.sin( rho - t ) / Math.sqrt( rho ), 1.5 * Math.sin( phi ) * Math.sin( rho - t ) / Math.sqrt( rho ), 0);
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ parent.lattice = false;
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+
|
|
|
|
+ </div>
|
|
|
|
+
|
|
|
|
+ <p>Sound waves whose geometry is determined by three dimensions, spherical waves, obey the wave equation</p>
|
|
|
|
+
|
|
|
|
+ <div class="math">
|
|
|
|
+
|
|
|
|
+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ ∂<sup>2</sup><i>u</i>
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ ∂<i>r</i><sup>2</sup>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ +
|
|
|
|
+
|
|
|
|
+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ 2
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ <i>r</i>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ ∂<i>u</i>
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ ∂<i>r</i>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ −
|
|
|
|
+
|
|
|
|
+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ 1<sup></sup> <!-- sup for vertical alignment -->
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ <i>c</i><sup>2</sup>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ ∂<sup>2</sup><i>u</i>
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ ∂<i>t</i><sup>2</sup>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ = 0
|
|
|
|
+
|
|
|
|
+ </div>
|
|
|
|
+
|
|
|
|
+ <p>The monochromatic solution for spherical sound waves will be taken to be</p>
|
|
|
|
+
|
|
|
|
+ <div class="math">
|
|
|
|
+
|
|
|
|
+ <i>u</i>(<i>r</i>,<i>t</i>) =
|
|
|
|
+
|
|
|
|
+ <span class="math-frac">
|
|
|
|
+ <span class="math-num">
|
|
|
|
+ sin(<i>k</i><i>r</i> ± ω<i>t</i>)
|
|
|
|
+ </span>
|
|
|
|
+ <span class="math-denom">
|
|
|
|
+ <i>r</i>
|
|
|
|
+ </span>
|
|
|
|
+ </span>
|
|
|
|
+
|
|
|
|
+ </div>
|
|
|
|
+
|
|
|
|
+ <p>Here is a spherical wave moving on a three-dimensional lattice of atoms:</p>
|
|
|
|
+
|
|
|
|
+ <div class="view">
|
|
|
|
+
|
|
|
|
+ <script>
|
|
|
|
+
|
|
|
|
+ var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
|
|
|
|
+
|
|
|
|
+ parent.displacement = function( x, y, z, t ) {
|
|
|
|
+
|
|
|
|
+ if ( x * x + y * y + z * z < 0.01 ) {
|
|
|
|
+
|
|
|
|
+ return new THREE.Vector3( 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ var r = Math.sqrt( x * x + y * y + z * z );
|
|
|
|
+ var theta = Math.acos( z / r );
|
|
|
|
+ var phi = Math.atan2( y, x );
|
|
|
|
+
|
|
|
|
+ return new THREE.Vector3( 3 * Math.cos( phi ) * Math.sin( theta ) * Math.sin( r - t ) / r , 3 * Math.sin( phi ) * Math.sin( theta ) * Math.sin( r - t ) / r , 3 * Math.cos( theta ) * Math.sin( r - t ) / r );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ parent.lattice = true;
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+
|
|
|
|
+ </div>
|
|
|
|
+
|
|
|
|
+ <p>Here is a spherical wave moving through a three-dimensional random distribution of molecules:</p>
|
|
|
|
+
|
|
|
|
+ <div class="view">
|
|
|
|
+
|
|
|
|
+ <script>
|
|
|
|
+
|
|
|
|
+ var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
|
|
|
|
+
|
|
|
|
+ parent.displacement = function( x, y, z, t ) {
|
|
|
|
+
|
|
|
|
+ if ( x * x + y * y + z * z < 0.01 ) {
|
|
|
|
+
|
|
|
|
+ return new THREE.Vector3( 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ var r = Math.sqrt( x * x + y * y + z * z );
|
|
|
|
+ var theta = Math.acos( z / r );
|
|
|
|
+ var phi = Math.atan2( y, x );
|
|
|
|
+
|
|
|
|
+ return new THREE.Vector3( 3 * Math.cos( phi ) * Math.sin( theta ) * Math.sin( r - t ) / r , 3 * Math.sin( phi ) * Math.sin( theta ) * Math.sin( r - t ) / r , 3 * Math.cos( theta ) * Math.sin( r - t ) / r );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ parent.lattice = false;
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+
|
|
|
|
+ </div>
|
|
|
|
+
|
|
|
|
+ <p>The mathematical description of sound waves can be carried to higher dimensions, but one needs to wait for Four.js and its higher-dimensional successors to attempt visualizations.</p>
|
|
|
|
+
|
|
|
|
+ </body>
|
|
|
|
+</html>
|