webvr_lorenzattractor.html 4.2 KB

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  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. <!-- Origin Trial Token, feature = WebXR Device API (For Chrome M69+), origin = https://threejs.org, expires = 2019-03-06 -->
  8. <meta http-equiv="origin-trial" data-feature="WebXR Device API (For Chrome M69+)" data-expires="2019-03-06" content="AvDjbxYpoTgOL1PS0JEra7KFCehfTlKnXpU/ORSwNdCQ35cX70cTUkXOnQ26A5XJi3eXHSKpBPchdt5lbcxDuAIAAABTeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZU02OSIsImV4cGlyeSI6MTU1MTgzMDM5OX0=">
  9. <style>
  10. body {
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. </style>
  15. </head>
  16. <body>
  17. <script src="../build/three.js"></script>
  18. <script src="js/vr/WebVR.js"></script>
  19. <script>
  20. var camera, scene, renderer;
  21. var attractor, light;
  22. var x = 15 * Math.random();
  23. var y = 15 * Math.random();
  24. var z = 15 * Math.random();
  25. var scale = .02; // for reducing overall displayed size
  26. var speed = 5; // integer, increase for faster visualization
  27. var steps = 100000;
  28. var current = 1;
  29. var shown = 10000;
  30. var beta = 8 / 3;
  31. var rho = 28;
  32. var sigma = 10;
  33. var dt = .005;
  34. init();
  35. animate();
  36. function draw() {
  37. var geometry = attractor.geometry;
  38. geometry.attributes.position.array.copyWithin( 3 );
  39. geometry.attributes.color.array.copyWithin( 3 );
  40. if ( current < steps ) {
  41. var dx = sigma * ( y - x ) * dt;
  42. var dy = ( x * ( rho - z ) - y ) * dt;
  43. var dz = ( x * y - beta * z ) * dt;
  44. x += dx;
  45. y += dy;
  46. z += dz;
  47. geometry.attributes.position.set( [ scale * x, scale * y, scale * z ], 0 );
  48. light.color.setHSL( current / steps, 1, .5 );
  49. geometry.attributes.color.set( light.color.toArray(), 0 );
  50. }
  51. if ( current < steps + shown ) {
  52. current ++;
  53. } else {
  54. current = 0;
  55. }
  56. }
  57. function init() {
  58. scene = new THREE.Scene();
  59. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
  60. //
  61. var geometry = new THREE.BufferGeometry();
  62. var positions = new Float32Array( 3 * shown );
  63. for ( var i = 0; i < positions.length; i += 3 ) {
  64. positions.set( [ scale * x, scale * y, scale * z ], i );
  65. }
  66. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  67. var colors = new Float32Array( 3 * shown );
  68. for ( var i = 0; i < positions.length; i += 3 ) {
  69. colors.set( [ 1, 0, 0 ], i );
  70. }
  71. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  72. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  73. attractor = new THREE.Line( geometry, material );
  74. attractor.position.set( 0, 1.5, - 2 );
  75. attractor.frustumCulled = false; // critical to avoid blackouts!
  76. scene.add( attractor );
  77. //
  78. light = new THREE.PointLight( 0xffffff, 1 );
  79. light.distance = 2;
  80. attractor.add( light );
  81. var ground = new THREE.Mesh(
  82. new THREE.PlaneBufferGeometry( 10, 10 ),
  83. new THREE.MeshPhongMaterial()
  84. );
  85. ground.geometry.rotateX( - 90 * Math.PI / 180 );
  86. scene.add( ground );
  87. //
  88. renderer = new THREE.WebGLRenderer( { antialias: true } );
  89. renderer.setPixelRatio( window.devicePixelRatio );
  90. renderer.setSize( window.innerWidth, window.innerHeight );
  91. renderer.vr.enabled = true;
  92. document.body.appendChild( renderer.domElement );
  93. document.body.appendChild( WEBVR.createButton( renderer ) );
  94. //
  95. window.addEventListener( 'resize', onWindowResize, false );
  96. }
  97. function onWindowResize() {
  98. camera.aspect = window.innerWidth / window.innerHeight;
  99. camera.updateProjectionMatrix();
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. }
  102. function animate() {
  103. renderer.setAnimationLoop( render );
  104. }
  105. function render() {
  106. for ( var i = 0; i < speed; i ++ ) draw();
  107. attractor.geometry.attributes.position.needsUpdate = true;
  108. attractor.geometry.attributes.color.needsUpdate = true;
  109. attractor.rotation.z += .001;
  110. renderer.render( scene, camera );
  111. }
  112. </script>
  113. </body>
  114. </html>