webgl_multiple_elements_text.html 13 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - multiple elements with text</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. * {
  9. box-sizing: border-box;
  10. -moz-box-sizing: border-box;
  11. }
  12. body {
  13. color: #000;
  14. font-family: Monospace;
  15. font-size: 13px;
  16. background-color: #fff;
  17. margin: auto;
  18. padding: .5in;
  19. max-width: 7in;
  20. text-align: justify;
  21. }
  22. .view {
  23. width: 5in;
  24. height: 5in;
  25. margin: auto;
  26. }
  27. #c {
  28. position: fixed;
  29. left: 0px; top: 0px;
  30. width: 100%;
  31. height: 100%;
  32. background-color: #fff;
  33. z-index: -1;
  34. }
  35. #info {
  36. position: absolute;
  37. top: 0px; width: 6.5in;
  38. padding: 0px;
  39. text-align: center;
  40. }
  41. a {
  42. color: #0080ff;
  43. }
  44. .math {
  45. text-align: center;
  46. }
  47. .math-frac {
  48. display: inline-block;
  49. vertical-align: middle;
  50. }
  51. .math-num {
  52. display: block;
  53. }
  54. .math-denom {
  55. display: block;
  56. border-top: 1px solid;
  57. }
  58. .math-sqrt {
  59. display: inline-block;
  60. transform: scale(1, 1.3);
  61. }
  62. .math-sqrt-stem {
  63. display: inline-block;
  64. border-top: 1px solid;
  65. margin-top: 5px;
  66. }
  67. </style>
  68. </head>
  69. <body>
  70. <canvas id="c"></canvas>
  71. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - multiple elements with text - webgl</div>
  72. <script src="../build/three.js"></script>
  73. <script src="js/controls/OrbitControls.js"></script>
  74. <script src="js/Detector.js"></script>
  75. <script>
  76. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  77. var scenes = [], views, t, canvas, renderer;
  78. window.onload = init;
  79. function init() {
  80. var balls = 20;
  81. var size = .25;
  82. var colors = [ 'rgb(0,127,255)', 'rgb(255,0,0)', 'rgb(0,255,0)', 'rgb(0,255,255)',
  83. 'rgb(255,0,255)', 'rgb(255,0,127)', 'rgb(255,255,0)', 'rgb(0,255,127)' ];
  84. canvas = document.getElementById( 'c' );
  85. renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
  86. renderer.setClearColor( 0xffffff, 1 );
  87. renderer.setPixelRatio( window.devicePixelRatio );
  88. views = document.querySelectorAll( '.view' );
  89. for ( var n = 0 ; n < views.length ; n++ ) {
  90. var scene = new THREE.Scene();
  91. var geometry = new THREE.Geometry();
  92. var geometry0 = new THREE.Geometry();
  93. if ( views[n].lattice ) {
  94. var range = balls / 2;
  95. for ( var i = -range ; i <= range ; i++ ) {
  96. for ( var j = -range ; j <= range ; j++ ) {
  97. for ( var k = -range ; k <= range ; k++ ) {
  98. geometry.vertices.push( new THREE.Vector3( i, j, k ) );
  99. geometry0.vertices.push( new THREE.Vector3( i, j, k ) );
  100. }
  101. }
  102. }
  103. } else {
  104. for ( var m = 0 ; m < Math.pow( balls, 3 ) ; m++ ) {
  105. var i = balls * Math.random() - balls / 2;
  106. var j = balls * Math.random() - balls / 2;
  107. var k = balls * Math.random() - balls / 2;
  108. geometry.vertices.push( new THREE.Vector3( i, j, k ) );
  109. geometry0.vertices.push( new THREE.Vector3( i, j, k ) );
  110. }
  111. }
  112. var index = Math.floor( colors.length * Math.random() );
  113. var canvas2 = document.createElement( 'canvas' );
  114. canvas2.width = 128;
  115. canvas2.height = 128;
  116. var context = canvas2.getContext( '2d' );
  117. context.arc( 64, 64, 64, 0, 2 * Math.PI );
  118. context.fillStyle = colors[ index ];
  119. context.fill();
  120. var texture = new THREE.Texture( canvas2 );
  121. texture.needsUpdate = true;
  122. var material = new THREE.PointsMaterial( { size: size, map: texture, transparent: true, alphaTest: .1 } );
  123. scene.add( new THREE.Points( geometry, material ) );
  124. scene.userData.view = views[n];
  125. scene.userData.geometry0 = geometry0;
  126. var camera = new THREE.PerspectiveCamera( 75, 1, .1, 100 );
  127. camera.position.set( 0, 0, 1.2*balls );
  128. scene.userData.camera = camera;
  129. var controls = new THREE.OrbitControls( camera, views[n] );
  130. scene.userData.controls = controls;
  131. scenes.push( scene );
  132. }
  133. t = 0;
  134. animate();
  135. }
  136. function updateSize() {
  137. var width = canvas.clientWidth;
  138. var height = canvas.clientHeight;
  139. if ( canvas.width !== width || canvas.height != height ) {
  140. renderer.setSize( width, height, false );
  141. }
  142. }
  143. function animate() {
  144. render();
  145. requestAnimationFrame( animate );
  146. }
  147. function render() {
  148. updateSize();
  149. renderer.setClearColor( 0xffffff );
  150. renderer.setScissorTest( false );
  151. renderer.clear();
  152. renderer.setClearColor( 0x000000 );
  153. renderer.setScissorTest( true );
  154. scenes.forEach( function( scene ) {
  155. var rect = scene.userData.view.getBoundingClientRect();
  156. // check if it's offscreen. If so skip it
  157. if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
  158. rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
  159. return; // it's off screen
  160. }
  161. // set the viewport
  162. var width = rect.right - rect.left;
  163. var height = rect.bottom - rect.top;
  164. var left = rect.left;
  165. var bottom = renderer.domElement.clientHeight - rect.bottom;
  166. renderer.setViewport( left, bottom, width, height );
  167. renderer.setScissor( left, bottom, width, height );
  168. renderer.render( scene, scene.userData.camera );
  169. for ( var i = 0 ; i < scene.children[0].geometry.vertices.length ; i++ ) {
  170. var v0 = scene.userData.geometry0.vertices[i];
  171. var v = scene.userData.view.displacement( v0.x, v0.y, v0.z, t/5 );
  172. scene.children[0].geometry.vertices[i].set( v.x + v0.x, v.y + v0.y, v.z + v0.z );
  173. }
  174. scene.children[0].geometry.verticesNeedUpdate = true;
  175. } );
  176. t ++;
  177. }
  178. </script>
  179. <p>Sound waves whose geometry is determined by a single dimension, plane waves, obey the wave equation</p>
  180. <!-- css math formatting inspired by http://mathquill.com/mathquill/mathquill.css -->
  181. <div class="math">
  182. <span class="math-frac">
  183. <span class="math-num">
  184. &part;<sup>2</sup><i>u</i>
  185. </span>
  186. <span class="math-denom">
  187. &part;<i>r</i><sup>2</sup>
  188. </span>
  189. </span>
  190. &minus;
  191. <span class="math-frac">
  192. <span class="math-num">
  193. 1<sup></sup> <!-- sup for vertical alignment -->
  194. </span>
  195. <span class="math-denom">
  196. <i>c</i><sup>2</sup>
  197. </span>
  198. </span>
  199. <span class="math-frac">
  200. <span class="math-num">
  201. &part;<sup>2</sup><i>u</i>
  202. </span>
  203. <span class="math-denom">
  204. &part;<i>t</i><sup>2</sup>
  205. </span>
  206. </span>
  207. =&nbsp;0
  208. </div>
  209. <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>
  210. <div class="math">
  211. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=&nbsp;sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  212. </div>
  213. <p>where &omega; is the frequency and <i>k</i>=&omega;/<i>c</i> is the wave number. The sign chosen in the argument determines the direction of movement of the waves.</p>
  214. <p>Here is a plane wave moving on a three-dimensional lattice of atoms:</p>
  215. <div class="view">
  216. <script>
  217. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  218. parent.displacement = function( x, y, z, t ) {
  219. return new THREE.Vector3( Math.sin( x - t ), 0, 0);
  220. };
  221. parent.lattice = true;
  222. </script>
  223. </div>
  224. <p>Here is a plane wave moving through a three-dimensional random distribution of molecules:</p>
  225. <div class="view">
  226. <script>
  227. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  228. parent.displacement = function( x, y, z, t ) {
  229. return new THREE.Vector3( Math.sin( x - t ), 0, 0);
  230. };
  231. parent.lattice = false;
  232. </script>
  233. </div>
  234. <p>Sound waves whose geometry is determined by two dimensions, cylindrical waves, obey the wave equation</p>
  235. <div class="math">
  236. <span class="math-frac">
  237. <span class="math-num">
  238. &part;<sup>2</sup><i>u</i>
  239. </span>
  240. <span class="math-denom">
  241. &part;<i>r</i><sup>2</sup>
  242. </span>
  243. </span>
  244. &plus;
  245. <span class="math-frac">
  246. <span class="math-num">
  247. 1
  248. </span>
  249. <span class="math-denom">
  250. <i>r</i>
  251. </span>
  252. </span>
  253. <span class="math-frac">
  254. <span class="math-num">
  255. &part;<i>u</i>
  256. </span>
  257. <span class="math-denom">
  258. &part;<i>r</i>
  259. </span>
  260. </span>
  261. &minus;
  262. <span class="math-frac">
  263. <span class="math-num">
  264. 1<sup></sup> <!-- sup for vertical alignment -->
  265. </span>
  266. <span class="math-denom">
  267. <i>c</i><sup>2</sup>
  268. </span>
  269. </span>
  270. <span class="math-frac">
  271. <span class="math-num">
  272. &part;<sup>2</sup><i>u</i>
  273. </span>
  274. <span class="math-denom">
  275. &part;<i>t</i><sup>2</sup>
  276. </span>
  277. </span>
  278. =&nbsp;0
  279. </div>
  280. <p>The monochromatic solution for cylindrical sound waves will be taken to be</p>
  281. <div class="math">
  282. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=
  283. <span class="math-frac">
  284. <span class="math-num">
  285. sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  286. </span>
  287. <span class="math-denom">
  288. <span class="math-sqrt">&radic;</span><span class="math-sqrt-stem"><i>r</i></span>
  289. </span>
  290. </span>
  291. </div>
  292. <p>Here is a cylindrical wave moving on a three-dimensional lattice of atoms:</p>
  293. <div class="view">
  294. <script>
  295. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  296. parent.displacement = function( x, y, z, t ) {
  297. if ( x * x + y * y < 0.01 ) {
  298. return new THREE.Vector3( 0, 0, 0);
  299. } else {
  300. var rho = Math.sqrt( x * x + y * y );
  301. var phi = Math.atan2( y, x );
  302. 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);
  303. }
  304. };
  305. parent.lattice = true;
  306. </script>
  307. </div>
  308. <p>Here is a cylindrical wave moving through a three-dimensional random distribution of molecules:</p>
  309. <div class="view">
  310. <script>
  311. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  312. parent.displacement = function( x, y, z, t ) {
  313. if ( x * x + y * y < 0.01 ) {
  314. return new THREE.Vector3( 0, 0, 0);
  315. } else {
  316. var rho = Math.sqrt( x * x + y * y );
  317. var phi = Math.atan2( y, x );
  318. 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);
  319. }
  320. };
  321. parent.lattice = false;
  322. </script>
  323. </div>
  324. <p>Sound waves whose geometry is determined by three dimensions, spherical waves, obey the wave equation</p>
  325. <div class="math">
  326. <span class="math-frac">
  327. <span class="math-num">
  328. &part;<sup>2</sup><i>u</i>
  329. </span>
  330. <span class="math-denom">
  331. &part;<i>r</i><sup>2</sup>
  332. </span>
  333. </span>
  334. &plus;
  335. <span class="math-frac">
  336. <span class="math-num">
  337. 2
  338. </span>
  339. <span class="math-denom">
  340. <i>r</i>
  341. </span>
  342. </span>
  343. <span class="math-frac">
  344. <span class="math-num">
  345. &part;<i>u</i>
  346. </span>
  347. <span class="math-denom">
  348. &part;<i>r</i>
  349. </span>
  350. </span>
  351. &minus;
  352. <span class="math-frac">
  353. <span class="math-num">
  354. 1<sup></sup> <!-- sup for vertical alignment -->
  355. </span>
  356. <span class="math-denom">
  357. <i>c</i><sup>2</sup>
  358. </span>
  359. </span>
  360. <span class="math-frac">
  361. <span class="math-num">
  362. &part;<sup>2</sup><i>u</i>
  363. </span>
  364. <span class="math-denom">
  365. &part;<i>t</i><sup>2</sup>
  366. </span>
  367. </span>
  368. =&nbsp;0
  369. </div>
  370. <p>The monochromatic solution for spherical sound waves will be taken to be</p>
  371. <div class="math">
  372. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=
  373. <span class="math-frac">
  374. <span class="math-num">
  375. sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  376. </span>
  377. <span class="math-denom">
  378. <i>r</i>
  379. </span>
  380. </span>
  381. </div>
  382. <p>Here is a spherical wave moving on a three-dimensional lattice of atoms:</p>
  383. <div class="view">
  384. <script>
  385. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  386. parent.displacement = function( x, y, z, t ) {
  387. if ( x * x + y * y + z * z < 0.01 ) {
  388. return new THREE.Vector3( 0, 0, 0);
  389. } else {
  390. var r = Math.sqrt( x * x + y * y + z * z );
  391. var theta = Math.acos( z / r );
  392. var phi = Math.atan2( y, x );
  393. 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 );
  394. }
  395. };
  396. parent.lattice = true;
  397. </script>
  398. </div>
  399. <p>Here is a spherical wave moving through a three-dimensional random distribution of molecules:</p>
  400. <div class="view">
  401. <script>
  402. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  403. parent.displacement = function( x, y, z, t ) {
  404. if ( x * x + y * y + z * z < 0.01 ) {
  405. return new THREE.Vector3( 0, 0, 0);
  406. } else {
  407. var r = Math.sqrt( x * x + y * y + z * z );
  408. var theta = Math.acos( z / r );
  409. var phi = Math.atan2( y, x );
  410. 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 );
  411. }
  412. };
  413. parent.lattice = false;
  414. </script>
  415. </div>
  416. <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>
  417. </body>
  418. </html>