瀏覽代碼

Implemented Hilbert in 2d

thorsummoner 11 年之前
父節點
當前提交
4784dfe731
共有 3 個文件被更改,包括 331 次插入0 次删除
  1. 212 0
      examples/canvas_lines_colors_2d.html
  2. 59 0
      examples/js/geometries/hilbert2D.js
  3. 60 0
      src/extras/geometries/hilbert2D.js

+ 212 - 0
examples/canvas_lines_colors_2d.html

@@ -0,0 +1,212 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - lines - cubes - colors</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				background-color: #000000;
+				margin: 0px;
+				overflow: hidden;
+			}
+
+			a {
+				color:#0078ff;
+			}
+
+			#info {
+				position: absolute;
+				top: 10px; width: 100%;
+				color: #ffffff;
+				padding: 5px;
+				font-family: Monospace;
+				font-size: 13px;
+				text-align: center;
+				z-index:100;
+			}
+
+			a {
+				color: orange;
+				text-decoration: none;
+			}
+
+			a:hover {
+				color: #0080ff;
+			}
+
+		</style>
+	</head>
+	<body>
+
+		<div id="info">
+			<a href="http://threejs.org" target="_blank">three.js</a> - color lines WebGL demo
+			[<a href="http://en.wikipedia.org/wiki/Hilbert_curve">Hilbert curve</a> thanks to <a href="http://www.openprocessing.org/visuals/?visualID=15599">Thomas Diewald</a>]
+		</div>
+
+		<script src="../build/three.min.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+		<script src="js/geometries/hilbert2D.js"></script>
+
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+
+			var mouseX = 0, mouseY = 0,
+
+			windowHalfX = window.innerWidth / 2,
+			windowHalfY = window.innerHeight / 2,
+
+			camera, scene, renderer, material;
+
+			init();
+			animate();
+
+			function init() {
+
+				var i, container;
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				camera = new THREE.PerspectiveCamera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
+				camera.position.z = 700;
+
+				scene = new THREE.Scene();
+
+				renderer = new THREE.CanvasRenderer( { antialias: false } );
+				renderer.setClearColor( 0x000000, 1 );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+				container.appendChild( renderer.domElement );
+
+				var geometry3 = new THREE.Geometry(),
+					points = hilbert2D( new THREE.Vector3( 0,0,0 ), 400.0, 4, 0, 1, 2, 3, 4, 5, 6, 7 ),
+					colors3 = [];
+
+				for ( i = 0; i < points.length; i ++ ) {
+
+					geometry3.vertices.push( points[ i ] );
+
+					colors3[ i ] = new THREE.Color( 0xffffff );
+					colors3[ i ].setHSL( i / points.length, 1.0, 0.5 );
+
+				}
+
+				geometry3.colors = colors3;
+
+				// lines
+
+				material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } );
+
+				var line, p, scale = 0.3, d = 225;
+
+				line = new THREE.Line(geometry3, material );
+				line.scale.x = line.scale.y = line.scale.z =  scale*1.5;
+				line.position.x = 0;
+				line.position.y = 0;
+				line.position.z = 0;
+				scene.add( line );
+
+				//
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				//container.appendChild( stats.domElement );
+
+				//
+
+				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+				document.addEventListener( 'touchstart', onDocumentTouchStart, false );
+				document.addEventListener( 'touchmove', onDocumentTouchMove, false );
+
+				//
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize() {
+
+				windowHalfX = window.innerWidth / 2;
+				windowHalfY = window.innerHeight / 2;
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+				composer.reset();
+
+			}
+
+			function onDocumentMouseMove( event ) {
+
+				mouseX = event.clientX - windowHalfX;
+				mouseY = event.clientY - windowHalfY;
+
+			}
+
+			function onDocumentTouchStart( event ) {
+
+				if ( event.touches.length > 1 ) {
+
+					event.preventDefault();
+
+					mouseX = event.touches[ 0 ].pageX - windowHalfX;
+					mouseY = event.touches[ 0 ].pageY - windowHalfY;
+
+				}
+
+			}
+
+			function onDocumentTouchMove( event ) {
+
+				if ( event.touches.length == 1 ) {
+
+					event.preventDefault();
+
+					mouseX = event.touches[ 0 ].pageX - windowHalfX;
+					mouseY = event.touches[ 0 ].pageY - windowHalfY;
+				}
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+				render();
+
+				stats.update();
+
+			}
+
+			function render() {
+
+				camera.position.x += ( mouseX - camera.position.x ) * .05;
+				camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
+
+				camera.lookAt( scene.position );
+
+				var time = Date.now() * 0.0005;
+
+				for ( var i = 0; i < scene.children.length; i ++ ) {
+
+					var object = scene.children[ i ];
+					if ( object instanceof THREE.Line ) object.rotation.y = time * ( i % 2 ? 1 : -1 );
+
+				}
+
+				renderer.render(scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

+ 59 - 0
examples/js/geometries/hilbert2D.js

@@ -0,0 +1,59 @@
+/**
+ * Hilbert Curve: Generates 2D-Coordinates in a very fast way.
+ *
+ * @author Dylan Grafmyre
+ *
+ * Based on work by:
+ * @author Thomas Diewald
+ * @link http://www.openprocessing.org/sketch/15493
+ *
+ * @param center     Center of Hilbert curve.
+ * @param size       Total width of Hilbert curve.
+ * @param iterations Number of subdivisions.
+ * @param v1         Corner index -X, -Z.
+ * @param v2         Corner index -X, +Z.
+ * @param v3         Corner index +X, +Z.
+ * @param v4         Corner index +X, -Z.
+ */
+function hilbert2D (center, size, iterations, v0, v1, v2, v3) {
+	// Default Vars
+	var center     = undefined !== center ? center : new THREE.Vector3(0, 0, 0),
+		size       = undefined !== size ? size : 10,
+		half       = size / 2,
+		iterations = undefined !== iterations ? iterations : 1,
+		v0 = undefined !== v0 ? v0 : 0,
+		v1 = undefined !== v1 ? v1 : 1,
+		v2 = undefined !== v2 ? v2 : 2,
+		v3 = undefined !== v3 ? v3 : 3
+	;
+
+	var vec_s = [
+		new THREE.Vector3(center.x - half, center.y, center.z - half),
+		new THREE.Vector3(center.x - half, center.y, center.z + half),
+		new THREE.Vector3(center.x + half, center.y, center.z + half),
+		new THREE.Vector3(center.x + half, center.y, center.z - half)
+	];
+
+	var vec = [
+		vec_s[ v0 ],
+		vec_s[ v1 ],
+		vec_s[ v2 ],
+		vec_s[ v3 ]
+	];
+
+	// Recurse iterations
+	if (0 <= --iterations) {
+		var tmp = [];
+
+		Array.prototype.push.apply( tmp, hilbert2D ( vec[ 0 ], half, iterations, v0, v3, v2, v1 ) );
+		Array.prototype.push.apply( tmp, hilbert2D ( vec[ 1 ], half, iterations, v0, v1, v2, v3 ) );
+		Array.prototype.push.apply( tmp, hilbert2D ( vec[ 2 ], half, iterations, v0, v1, v2, v3 ) );
+		Array.prototype.push.apply( tmp, hilbert2D ( vec[ 3 ], half, iterations, v2, v1, v0, v3 ) );
+
+		// Return recursive call
+		return tmp;
+	}
+
+	// Return complete Hilbert Curve.
+	return vec;
+}

+ 60 - 0
src/extras/geometries/hilbert2D.js

@@ -0,0 +1,60 @@
+/**
+ * Hilbert Curve: Generates 2D-Coordinates in a very fast way.
+ *
+ * @author Dylan Grafmyre
+ *
+ * Based on work by:
+ * @author Thomas Diewald
+ * @link http://www.openprocessing.org/sketch/15493
+ *
+ * @param center     Center of Hilbert curve.
+ * @param size       Total width of Hilbert curve.
+ * @param iterations Number of subdivisions.
+ * @param v1         Corner index -X, -Z.
+ * @param v2         Corner index -X, +Z.
+ * @param v3         Corner index +X, +Z.
+ * @param v4         Corner index +X, -Z.
+ */
+function hilbert2D (center, size, iterations, v0, v1, v2, v3) {
+	// Default Vars
+	var center     = undefined !== center ? center : new THREE.Vector3(0, 0, 0),
+		size       = undefined !== size ? size : 10,
+		size       = undefined !== side ? side : 10,
+		half       = size / 2,
+		iterations = undefined !== iterations ? iterations : 1,
+		v0 = undefined !== v0 ? v0 : 0,
+		v1 = undefined !== v1 ? v1 : 1,
+		v2 = undefined !== v2 ? v2 : 2,
+		v3 = undefined !== v3 ? v3 : 3
+	;
+
+	var vec_s = [
+		new THREE.Vector3(center.x - half, center.y, center.z - half),
+		new THREE.Vector3(center.x - half, center.y, center.z + half),
+		new THREE.Vector3(center.x + half, center.y, center.z + half),
+		new THREE.Vector3(center.x + half, center.y, center.z - half)
+	];
+
+	var vec = [
+		vec_s[ v0 ],
+		vec_s[ v1 ],
+		vec_s[ v2 ],
+		vec_s[ v3 ]
+	];
+
+	// Recurse iterations
+	if (0 <= --iterations) {
+		var tmp = [];
+
+		Array.prototype.push.apply( tmp, hilbert2D ( vec[ 0 ], half, iterations, v0, v3, v2, v1 ) );
+		Array.prototype.push.apply( tmp, hilbert2D ( vec[ 1 ], half, iterations, v0, v1, v2, v3 ) );
+		Array.prototype.push.apply( tmp, hilbert2D ( vec[ 2 ], half, iterations, v0, v1, v2, v3 ) );
+		Array.prototype.push.apply( tmp, hilbert2D ( vec[ 3 ], half, iterations, v2, v1, v0, v3 ) );
+
+		// Return recursive call
+		return tmp;
+	}
+
+	// Return complete Hilbert Curve.
+	return vec;
+}