webvr_lorenzattractor.html 3.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webvr - lorenz attractor</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <script src="js/vr/HelioWebXRPolyfill.js"></script>
  11. <script src="js/vr/WebVR.js"></script>
  12. <script type="module">
  13. import {
  14. BufferAttribute,
  15. BufferGeometry,
  16. Line,
  17. LineBasicMaterial,
  18. Mesh,
  19. MeshPhongMaterial,
  20. PerspectiveCamera,
  21. PlaneBufferGeometry,
  22. PointLight,
  23. Scene,
  24. VertexColors,
  25. WebGLRenderer
  26. } from "../build/three.module.js";
  27. var camera, scene, renderer;
  28. var attractor, light;
  29. var x = 15 * Math.random();
  30. var y = 15 * Math.random();
  31. var z = 15 * Math.random();
  32. var scale = .02; // for reducing overall displayed size
  33. var speed = 5; // integer, increase for faster visualization
  34. var steps = 100000;
  35. var current = 1;
  36. var shown = 10000;
  37. var beta = 8 / 3;
  38. var rho = 28;
  39. var sigma = 10;
  40. var dt = .005;
  41. init();
  42. animate();
  43. function draw() {
  44. var geometry = attractor.geometry;
  45. geometry.attributes.position.array.copyWithin( 3 );
  46. geometry.attributes.color.array.copyWithin( 3 );
  47. if ( current < steps ) {
  48. var dx = sigma * ( y - x ) * dt;
  49. var dy = ( x * ( rho - z ) - y ) * dt;
  50. var dz = ( x * y - beta * z ) * dt;
  51. x += dx;
  52. y += dy;
  53. z += dz;
  54. geometry.attributes.position.set( [ scale * x, scale * y, scale * z ], 0 );
  55. light.color.setHSL( current / steps, 1, .5 );
  56. geometry.attributes.color.set( light.color.toArray(), 0 );
  57. }
  58. if ( current < steps + shown ) {
  59. current ++;
  60. } else {
  61. current = 0;
  62. }
  63. }
  64. function init() {
  65. scene = new Scene();
  66. camera = new PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
  67. //
  68. var geometry = new BufferGeometry();
  69. var positions = new Float32Array( 3 * shown );
  70. for ( var i = 0; i < positions.length; i += 3 ) {
  71. positions.set( [ scale * x, scale * y, scale * z ], i );
  72. }
  73. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  74. var colors = new Float32Array( 3 * shown );
  75. for ( var i = 0; i < positions.length; i += 3 ) {
  76. colors.set( [ 1, 0, 0 ], i );
  77. }
  78. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  79. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  80. attractor = new Line( geometry, material );
  81. attractor.position.set( 0, 1.5, - 2 );
  82. attractor.frustumCulled = false; // critical to avoid blackouts!
  83. scene.add( attractor );
  84. //
  85. light = new PointLight( 0xffffff, 1 );
  86. light.distance = 2;
  87. attractor.add( light );
  88. var ground = new Mesh(
  89. new PlaneBufferGeometry( 10, 10 ),
  90. new MeshPhongMaterial()
  91. );
  92. ground.geometry.rotateX( - 90 * Math.PI / 180 );
  93. scene.add( ground );
  94. //
  95. renderer = new WebGLRenderer( { antialias: true } );
  96. renderer.setPixelRatio( window.devicePixelRatio );
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. renderer.vr.enabled = true;
  99. document.body.appendChild( renderer.domElement );
  100. document.body.appendChild( WEBVR.createButton( renderer ) );
  101. //
  102. window.addEventListener( 'resize', onWindowResize, false );
  103. }
  104. function onWindowResize() {
  105. camera.aspect = window.innerWidth / window.innerHeight;
  106. camera.updateProjectionMatrix();
  107. renderer.setSize( window.innerWidth, window.innerHeight );
  108. }
  109. function animate() {
  110. renderer.setAnimationLoop( render );
  111. }
  112. function render() {
  113. for ( var i = 0; i < speed; i ++ ) draw();
  114. attractor.geometry.attributes.position.needsUpdate = true;
  115. attractor.geometry.attributes.color.needsUpdate = true;
  116. attractor.rotation.z += .001;
  117. renderer.render( scene, camera );
  118. }
  119. </script>
  120. </body>
  121. </html>