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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. * {
  10. box-sizing: border-box;
  11. -moz-box-sizing: border-box;
  12. }
  13. body {
  14. background-color: #fff;
  15. color: #444;
  16. margin: auto;
  17. padding: .5in;
  18. max-width: 7in;
  19. text-align: justify;
  20. }
  21. a {
  22. color: #08f;
  23. }
  24. #info {
  25. left: 0px;
  26. }
  27. .view {
  28. width: 5in;
  29. height: 5in;
  30. margin: auto;
  31. }
  32. #c {
  33. position: fixed;
  34. left: 0px; top: 0px;
  35. width: 100%;
  36. height: 100%;
  37. background-color: #fff;
  38. z-index: -1;
  39. }
  40. .math {
  41. text-align: center;
  42. }
  43. .math-frac {
  44. display: inline-block;
  45. vertical-align: middle;
  46. }
  47. .math-num {
  48. display: block;
  49. }
  50. .math-denom {
  51. display: block;
  52. border-top: 1px solid;
  53. }
  54. .math-sqrt {
  55. display: inline-block;
  56. transform: scale(1, 1.3);
  57. }
  58. .math-sqrt-stem {
  59. display: inline-block;
  60. border-top: 1px solid;
  61. margin-top: 5px;
  62. }
  63. </style>
  64. </head>
  65. <body>
  66. <canvas id="c"></canvas>
  67. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - multiple elements with text - webgl</div>
  68. <script src="../build/three.js"></script>
  69. <script src="js/controls/OrbitControls.js"></script>
  70. <script src="js/WebGL.js"></script>
  71. <script>
  72. if ( WEBGL.isWebGLAvailable() === false ) {
  73. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  74. }
  75. var scenes = [], views, t, canvas, renderer;
  76. window.onload = init;
  77. function init() {
  78. var balls = 20;
  79. var size = .25;
  80. var colors = [
  81. 'rgb(0,127,255)', 'rgb(255,0,0)', 'rgb(0,255,0)', 'rgb(0,255,255)',
  82. 'rgb(255,0,255)', 'rgb(255,0,127)', 'rgb(255,255,0)', 'rgb(0,255,127)'
  83. ];
  84. canvas = document.getElementById( 'c' );
  85. renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
  86. renderer.setPixelRatio( window.devicePixelRatio );
  87. views = document.querySelectorAll( '.view' );
  88. for ( var n = 0; n < views.length; n ++ ) {
  89. var scene = new THREE.Scene();
  90. scene.background = new THREE.Color( 0xffffff );
  91. var geometry0 = new THREE.BufferGeometry();
  92. var geometry1 = new THREE.BufferGeometry();
  93. var vertices = [];
  94. if ( views[ n ].lattice ) {
  95. var range = balls / 2;
  96. for ( var i = - range; i <= range; i ++ ) {
  97. for ( var j = - range; j <= range; j ++ ) {
  98. for ( var k = - range; k <= range; k ++ ) {
  99. vertices.push( 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. vertices.push( i, j, k );
  109. }
  110. }
  111. geometry0.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  112. geometry1.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices.slice(), 3 ) );
  113. var index = Math.floor( colors.length * Math.random() );
  114. var canvas2 = document.createElement( 'canvas' );
  115. canvas2.width = 128;
  116. canvas2.height = 128;
  117. var context = canvas2.getContext( '2d' );
  118. context.arc( 64, 64, 64, 0, 2 * Math.PI );
  119. context.fillStyle = colors[ index ];
  120. context.fill();
  121. var texture = new THREE.CanvasTexture( canvas2 );
  122. var material = new THREE.PointsMaterial( { size: size, map: texture, transparent: true, alphaTest: 0.1 } );
  123. scene.add( new THREE.Points( geometry0, material ) );
  124. scene.userData.view = views[ n ];
  125. scene.userData.geometry1 = geometry1;
  126. var camera = new THREE.PerspectiveCamera( 75, 1, 0.1, 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. var points = scene.children[ 0 ];
  170. var position = points.geometry.attributes.position;
  171. var point = new THREE.Vector3();
  172. var offset = new THREE.Vector3();
  173. for ( var i = 0; i < position.count; i ++ ) {
  174. point.fromBufferAttribute( scene.userData.geometry1.attributes.position, i );
  175. scene.userData.view.displacement( point.x, point.y, point.z, t / 5, offset );
  176. position.setXYZ( i, point.x + offset.x, point.y + offset.y, point.z + offset.z );
  177. }
  178. position.needsUpdate = true;
  179. } );
  180. t ++;
  181. }
  182. </script>
  183. <p>Sound waves whose geometry is determined by a single dimension, plane waves, obey the wave equation</p>
  184. <!-- css math formatting inspired by http://mathquill.com/mathquill/mathquill.css -->
  185. <div class="math">
  186. <span class="math-frac">
  187. <span class="math-num">
  188. &part;<sup>2</sup><i>u</i>
  189. </span>
  190. <span class="math-denom">
  191. &part;<i>r</i><sup>2</sup>
  192. </span>
  193. </span>
  194. &minus;
  195. <span class="math-frac">
  196. <span class="math-num">
  197. 1<sup></sup> <!-- sup for vertical alignment -->
  198. </span>
  199. <span class="math-denom">
  200. <i>c</i><sup>2</sup>
  201. </span>
  202. </span>
  203. <span class="math-frac">
  204. <span class="math-num">
  205. &part;<sup>2</sup><i>u</i>
  206. </span>
  207. <span class="math-denom">
  208. &part;<i>t</i><sup>2</sup>
  209. </span>
  210. </span>
  211. =&nbsp;0
  212. </div>
  213. <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>
  214. <div class="math">
  215. <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>)
  216. </div>
  217. <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>
  218. <p>Here is a plane wave moving on a three-dimensional lattice of atoms:</p>
  219. <div class="view">
  220. <script>
  221. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  222. parent.displacement = function ( x, y, z, t, target ) {
  223. return target.set( Math.sin( x - t ), 0, 0 );
  224. };
  225. parent.lattice = true;
  226. </script>
  227. </div>
  228. <p>Here is a plane wave moving through a three-dimensional random distribution of molecules:</p>
  229. <div class="view">
  230. <script>
  231. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  232. parent.displacement = function ( x, y, z, t, target ) {
  233. return target.set( Math.sin( x - t ), 0, 0 );
  234. };
  235. parent.lattice = false;
  236. </script>
  237. </div>
  238. <p>Sound waves whose geometry is determined by two dimensions, cylindrical waves, obey the wave equation</p>
  239. <div class="math">
  240. <span class="math-frac">
  241. <span class="math-num">
  242. &part;<sup>2</sup><i>u</i>
  243. </span>
  244. <span class="math-denom">
  245. &part;<i>r</i><sup>2</sup>
  246. </span>
  247. </span>
  248. &plus;
  249. <span class="math-frac">
  250. <span class="math-num">
  251. 1
  252. </span>
  253. <span class="math-denom">
  254. <i>r</i>
  255. </span>
  256. </span>
  257. <span class="math-frac">
  258. <span class="math-num">
  259. &part;<i>u</i>
  260. </span>
  261. <span class="math-denom">
  262. &part;<i>r</i>
  263. </span>
  264. </span>
  265. &minus;
  266. <span class="math-frac">
  267. <span class="math-num">
  268. 1<sup></sup> <!-- sup for vertical alignment -->
  269. </span>
  270. <span class="math-denom">
  271. <i>c</i><sup>2</sup>
  272. </span>
  273. </span>
  274. <span class="math-frac">
  275. <span class="math-num">
  276. &part;<sup>2</sup><i>u</i>
  277. </span>
  278. <span class="math-denom">
  279. &part;<i>t</i><sup>2</sup>
  280. </span>
  281. </span>
  282. =&nbsp;0
  283. </div>
  284. <p>The monochromatic solution for cylindrical sound waves will be taken to be</p>
  285. <div class="math">
  286. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=
  287. <span class="math-frac">
  288. <span class="math-num">
  289. sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  290. </span>
  291. <span class="math-denom">
  292. <span class="math-sqrt">&radic;</span><span class="math-sqrt-stem"><i>r</i></span>
  293. </span>
  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, target ) {
  301. if ( x * x + y * y < 0.01 ) {
  302. return target.set( 0, 0, 0 );
  303. } else {
  304. var rho = Math.sqrt( x * x + y * y );
  305. var phi = Math.atan2( y, x );
  306. return target.set( 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, target ) {
  317. if ( x * x + y * y < 0.01 ) {
  318. return target.set( 0, 0, 0 );
  319. } else {
  320. var rho = Math.sqrt( x * x + y * y );
  321. var phi = Math.atan2( y, x );
  322. return target.set( 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, target ) {
  391. if ( x * x + y * y + z * z < 0.01 ) {
  392. return target.set( 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 target.set( 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, target ) {
  408. if ( x * x + y * y + z * z < 0.01 ) {
  409. return target.set( 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 target.set( 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>