webgl_multiple_elements_text.html 14 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. scene.userData.controls.update();
  170. for ( var i = 0 ; i < scene.children[0].geometry.vertices.length ; i++ ) {
  171. var v0 = scene.userData.geometry0.vertices[i];
  172. var v = scene.userData.view.displacement( v0.x, v0.y, v0.z, t/5 );
  173. scene.children[0].geometry.vertices[i].set( v.x + v0.x, v.y + v0.y, v.z + v0.z );
  174. }
  175. scene.children[0].geometry.verticesNeedUpdate = true;
  176. } );
  177. t ++;
  178. }
  179. </script>
  180. <p>Sound waves whose geometry is determined by a single dimension, plane waves, obey the wave equation</p>
  181. <!-- css math formatting inspired by http://mathquill.com/mathquill/mathquill.css -->
  182. <div class="math">
  183. <span class="math-frac">
  184. <span class="math-num">
  185. &part;<sup>2</sup><i>u</i>
  186. </span>
  187. <span class="math-denom">
  188. &part;<i>r</i><sup>2</sup>
  189. </span>
  190. </span>
  191. &minus;
  192. <span class="math-frac">
  193. <span class="math-num">
  194. 1<sup></sup> <!-- sup for vertical alignment -->
  195. </span>
  196. <span class="math-denom">
  197. <i>c</i><sup>2</sup>
  198. </span>
  199. </span>
  200. <span class="math-frac">
  201. <span class="math-num">
  202. &part;<sup>2</sup><i>u</i>
  203. </span>
  204. <span class="math-denom">
  205. &part;<i>t</i><sup>2</sup>
  206. </span>
  207. </span>
  208. =&nbsp;0
  209. </div>
  210. <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>
  211. <div class="math">
  212. <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>)
  213. </div>
  214. <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>
  215. <p>Here is a plane wave moving on a three-dimensional lattice of atoms:</p>
  216. <div class="view">
  217. <script>
  218. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  219. parent.displacement = function( x, y, z, t ) {
  220. return new THREE.Vector3( Math.sin( x - t ), 0, 0);
  221. };
  222. parent.lattice = true;
  223. </script>
  224. </div>
  225. <p>Here is a plane wave moving through a three-dimensional random distribution of molecules:</p>
  226. <div class="view">
  227. <script>
  228. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  229. parent.displacement = function( x, y, z, t ) {
  230. return new THREE.Vector3( Math.sin( x - t ), 0, 0);
  231. };
  232. parent.lattice = false;
  233. </script>
  234. </div>
  235. <p>Sound waves whose geometry is determined by two dimensions, cylindrical waves, obey the wave equation</p>
  236. <div class="math">
  237. <span class="math-frac">
  238. <span class="math-num">
  239. &part;<sup>2</sup><i>u</i>
  240. </span>
  241. <span class="math-denom">
  242. &part;<i>r</i><sup>2</sup>
  243. </span>
  244. </span>
  245. &plus;
  246. <span class="math-frac">
  247. <span class="math-num">
  248. 1
  249. </span>
  250. <span class="math-denom">
  251. <i>r</i>
  252. </span>
  253. </span>
  254. <span class="math-frac">
  255. <span class="math-num">
  256. &part;<i>u</i>
  257. </span>
  258. <span class="math-denom">
  259. &part;<i>r</i>
  260. </span>
  261. </span>
  262. &minus;
  263. <span class="math-frac">
  264. <span class="math-num">
  265. 1<sup></sup> <!-- sup for vertical alignment -->
  266. </span>
  267. <span class="math-denom">
  268. <i>c</i><sup>2</sup>
  269. </span>
  270. </span>
  271. <span class="math-frac">
  272. <span class="math-num">
  273. &part;<sup>2</sup><i>u</i>
  274. </span>
  275. <span class="math-denom">
  276. &part;<i>t</i><sup>2</sup>
  277. </span>
  278. </span>
  279. =&nbsp;0
  280. </div>
  281. <p>The monochromatic solution for cylindrical sound waves will be taken to be</p>
  282. <div class="math">
  283. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=
  284. <span class="math-frac">
  285. <span class="math-num">
  286. sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  287. </span>
  288. <span class="math-denom">
  289. <span class="math-sqrt">&radic;</span><span class="math-sqrt-stem"><i>r</i>
  290. </span>
  291. </span>
  292. </div>
  293. <div class="math">
  294. </span>
  295. </div>
  296. <p>Here is a cylindrical wave moving on a three-dimensional lattice of atoms:</p>
  297. <div class="view">
  298. <script>
  299. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  300. parent.displacement = function( x, y, z, t ) {
  301. if ( x * x + y * y < 0.01 ) {
  302. return new THREE.Vector3( 0, 0, 0);
  303. } else {
  304. var rho = Math.sqrt( x * x + y * y );
  305. var phi = Math.atan2( y, x );
  306. 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);
  307. }
  308. }
  309. parent.lattice = true;
  310. </script>
  311. </div>
  312. <p>Here is a cylindrical wave moving through a three-dimensional random distribution of molecules:</p>
  313. <div class="view">
  314. <script>
  315. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  316. parent.displacement = function( x, y, z, t ) {
  317. if ( x * x + y * y < 0.01 ) {
  318. return new THREE.Vector3( 0, 0, 0);
  319. } else {
  320. var rho = Math.sqrt( x * x + y * y );
  321. var phi = Math.atan2( y, x );
  322. 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);
  323. }
  324. }
  325. parent.lattice = false;
  326. </script>
  327. </div>
  328. <p>Sound waves whose geometry is determined by three dimensions, spherical waves, obey the wave equation</p>
  329. <div class="math">
  330. <span class="math-frac">
  331. <span class="math-num">
  332. &part;<sup>2</sup><i>u</i>
  333. </span>
  334. <span class="math-denom">
  335. &part;<i>r</i><sup>2</sup>
  336. </span>
  337. </span>
  338. &plus;
  339. <span class="math-frac">
  340. <span class="math-num">
  341. 2
  342. </span>
  343. <span class="math-denom">
  344. <i>r</i>
  345. </span>
  346. </span>
  347. <span class="math-frac">
  348. <span class="math-num">
  349. &part;<i>u</i>
  350. </span>
  351. <span class="math-denom">
  352. &part;<i>r</i>
  353. </span>
  354. </span>
  355. &minus;
  356. <span class="math-frac">
  357. <span class="math-num">
  358. 1<sup></sup> <!-- sup for vertical alignment -->
  359. </span>
  360. <span class="math-denom">
  361. <i>c</i><sup>2</sup>
  362. </span>
  363. </span>
  364. <span class="math-frac">
  365. <span class="math-num">
  366. &part;<sup>2</sup><i>u</i>
  367. </span>
  368. <span class="math-denom">
  369. &part;<i>t</i><sup>2</sup>
  370. </span>
  371. </span>
  372. =&nbsp;0
  373. </div>
  374. <p>The monochromatic solution for spherical sound waves will be taken to be</p>
  375. <div class="math">
  376. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=
  377. <span class="math-frac">
  378. <span class="math-num">
  379. sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  380. </span>
  381. <span class="math-denom">
  382. <i>r</i>
  383. </span>
  384. </span>
  385. </div>
  386. <p>Here is a spherical wave moving on a three-dimensional lattice of atoms:</p>
  387. <div class="view">
  388. <script>
  389. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  390. parent.displacement = function( x, y, z, t ) {
  391. if ( x * x + y * y + z * z < 0.01 ) {
  392. return new THREE.Vector3( 0, 0, 0);
  393. } else {
  394. var r = Math.sqrt( x * x + y * y + z * z );
  395. var theta = Math.acos( z / r );
  396. var phi = Math.atan2( y, x );
  397. 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 );
  398. }
  399. }
  400. parent.lattice = true;
  401. </script>
  402. </div>
  403. <p>Here is a spherical wave moving through a three-dimensional random distribution of molecules:</p>
  404. <div class="view">
  405. <script>
  406. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  407. parent.displacement = function( x, y, z, t ) {
  408. if ( x * x + y * y + z * z < 0.01 ) {
  409. return new THREE.Vector3( 0, 0, 0);
  410. } else {
  411. var r = Math.sqrt( x * x + y * y + z * z );
  412. var theta = Math.acos( z / r );
  413. var phi = Math.atan2( y, x );
  414. 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 );
  415. }
  416. }
  417. parent.lattice = false;
  418. </script>
  419. </div>
  420. <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>
  421. </body>
  422. </html>