software_lines_splines.html 5.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js software - lines - splines</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. body {
  9. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. a {
  14. color:#0078ff;
  15. }
  16. #info {
  17. position: absolute;
  18. top: 10px; width: 100%;
  19. color: #ffffff;
  20. padding: 5px;
  21. font-family: Monospace;
  22. font-size: 13px;
  23. text-align: center;
  24. z-index:100;
  25. }
  26. a {
  27. color: orange;
  28. text-decoration: none;
  29. }
  30. a:hover {
  31. color: #0080ff;
  32. }
  33. </style>
  34. </head>
  35. <body>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - splines Software demo
  38. [<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>]
  39. </div>
  40. <script src="../build/three.js"></script>
  41. <script src="js/utils/GeometryUtils.js"></script>
  42. <script src="js/renderers/Projector.js"></script>
  43. <script src="js/renderers/SoftwareRenderer.js"></script>
  44. <script>
  45. var mouseX = 0, mouseY = 0,
  46. windowHalfX = window.innerWidth / 2,
  47. windowHalfY = window.innerHeight / 2,
  48. camera, scene, renderer;
  49. init();
  50. animate();
  51. function init() {
  52. var container = document.createElement( 'div' );
  53. document.body.appendChild( container );
  54. camera = new THREE.PerspectiveCamera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
  55. camera.position.z = 700;
  56. scene = new THREE.Scene();
  57. renderer = new THREE.SoftwareRenderer();
  58. renderer.setSize( window.innerWidth, window.innerHeight );
  59. container.appendChild( renderer.domElement );
  60. //
  61. var hilbertPoints = THREE.GeometryUtils.hilbert3D( new THREE.Vector3( 0, 0, 0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 );
  62. var geometry1 = new THREE.BufferGeometry();
  63. var geometry2 = new THREE.BufferGeometry();
  64. var geometry3 = new THREE.BufferGeometry();
  65. var subdivisions = 6;
  66. var vertices = [];
  67. var colors1 = [];
  68. var colors2 = [];
  69. var colors3 = [];
  70. var point = new THREE.Vector3();
  71. var color = new THREE.Color();
  72. var spline = new THREE.CatmullRomCurve3( hilbertPoints );
  73. for ( var i = 0; i < hilbertPoints.length * subdivisions; i ++ ) {
  74. var t = i / ( hilbertPoints.length * subdivisions );
  75. spline.getPoint( t, point );
  76. vertices.push( point.x, point.y, point.z );
  77. color.setHSL( 0.6, 1.0, Math.max( 0, - point.x / 200 ) + 0.5 );
  78. colors1.push( color.r, color.g, color.b );
  79. color.setHSL( 0.9, 1.0, Math.max( 0, - point.y / 200 ) + 0.5 );
  80. colors2.push( color.r, color.g, color.b );
  81. color.setHSL( i / ( hilbertPoints.length * subdivisions ), 1.0, 0.5 );
  82. colors3.push( color.r, color.g, color.b );
  83. }
  84. geometry1.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  85. geometry2.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  86. geometry3.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  87. geometry1.addAttribute( 'color', new THREE.Float32BufferAttribute( colors1, 3 ) );
  88. geometry2.addAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
  89. geometry3.addAttribute( 'color', new THREE.Float32BufferAttribute( colors3, 3 ) );
  90. // lines
  91. material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } );
  92. var line, p, scale = 0.3, d = 225;
  93. var parameters = [
  94. [ material, scale * 1.5, [ - d, 0, 0 ], geometry1 ],
  95. [ material, scale * 1.5, [ 0, 0, 0 ], geometry2 ],
  96. [ material, scale * 1.5, [ d, 0, 0 ], geometry3 ]
  97. ];
  98. for ( var i = 0; i < parameters.length; ++ i ) {
  99. p = parameters[ i ];
  100. line = new THREE.Line( p[ 3 ], p[ 0 ] );
  101. line.scale.x = line.scale.y = line.scale.z = p[ 1 ];
  102. line.position.x = p[ 2 ][ 0 ];
  103. line.position.y = p[ 2 ][ 1 ];
  104. line.position.z = p[ 2 ][ 2 ];
  105. scene.add( line );
  106. }
  107. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  108. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  109. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  110. window.addEventListener( 'resize', onWindowResize, false );
  111. }
  112. function onWindowResize() {
  113. windowHalfX = window.innerWidth / 2;
  114. windowHalfY = window.innerHeight / 2;
  115. camera.aspect = window.innerWidth / window.innerHeight;
  116. camera.updateProjectionMatrix();
  117. renderer.setSize( window.innerWidth, window.innerHeight );
  118. }
  119. function onDocumentMouseMove( event ) {
  120. mouseX = event.clientX - windowHalfX;
  121. mouseY = event.clientY - windowHalfY;
  122. }
  123. function onDocumentTouchStart( event ) {
  124. if ( event.touches.length > 1 ) {
  125. event.preventDefault();
  126. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  127. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  128. }
  129. }
  130. function onDocumentTouchMove( event ) {
  131. if ( event.touches.length == 1 ) {
  132. event.preventDefault();
  133. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  134. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  135. }
  136. }
  137. function animate() {
  138. requestAnimationFrame( animate );
  139. render();
  140. }
  141. function render() {
  142. camera.position.x += ( mouseX - camera.position.x ) * .05;
  143. camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
  144. camera.lookAt( scene.position );
  145. var time = Date.now() * 0.0005;
  146. for ( var i = 0; i < scene.children.length; i ++ ) {
  147. var object = scene.children[ i ];
  148. if ( object instanceof THREE.Line ) {
  149. object.rotation.y = time * ( i % 2 ? 1 : - 1 );
  150. }
  151. }
  152. renderer.render( scene, camera );
  153. }
  154. </script>
  155. </body>
  156. </html>