webgl_multiple_elements_text.html 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639
  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" rel="noopener">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 = [
  83. 'rgb(0,127,255)', 'rgb(255,0,0)', 'rgb(0,255,0)', 'rgb(0,255,255)',
  84. 'rgb(255,0,255)', 'rgb(255,0,127)', 'rgb(255,255,0)', 'rgb(0,255,127)'
  85. ];
  86. canvas = document.getElementById( 'c' );
  87. renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
  88. renderer.setPixelRatio( window.devicePixelRatio );
  89. views = document.querySelectorAll( '.view' );
  90. for ( var n = 0 ; n < views.length ; n++ ) {
  91. var scene = new THREE.Scene();
  92. scene.background = new THREE.Color( 0xffffff );
  93. var geometry = new THREE.Geometry();
  94. var geometry0 = new THREE.Geometry();
  95. if ( views[n].lattice ) {
  96. var range = balls / 2;
  97. for ( var i = -range ; i <= range ; i++ ) {
  98. for ( var j = -range ; j <= range ; j++ ) {
  99. for ( var k = -range ; k <= range ; k++ ) {
  100. geometry.vertices.push( new THREE.Vector3( i, j, k ) );
  101. geometry0.vertices.push( new THREE.Vector3( i, j, k ) );
  102. }
  103. }
  104. }
  105. } else {
  106. for ( var m = 0 ; m < Math.pow( balls, 3 ) ; m++ ) {
  107. var i = balls * Math.random() - balls / 2;
  108. var j = balls * Math.random() - balls / 2;
  109. var k = balls * Math.random() - balls / 2;
  110. geometry.vertices.push( new THREE.Vector3( i, j, k ) );
  111. geometry0.vertices.push( new THREE.Vector3( i, j, k ) );
  112. }
  113. }
  114. var index = Math.floor( colors.length * Math.random() );
  115. var canvas2 = document.createElement( 'canvas' );
  116. canvas2.width = 128;
  117. canvas2.height = 128;
  118. var context = canvas2.getContext( '2d' );
  119. context.arc( 64, 64, 64, 0, 2 * Math.PI );
  120. context.fillStyle = colors[ index ];
  121. context.fill();
  122. var texture = new THREE.Texture( canvas2 );
  123. texture.needsUpdate = true;
  124. var material = new THREE.PointsMaterial( { size: size, map: texture, transparent: true, alphaTest: .1 } );
  125. scene.add( new THREE.Points( geometry, material ) );
  126. scene.userData.view = views[n];
  127. scene.userData.geometry0 = geometry0;
  128. var camera = new THREE.PerspectiveCamera( 75, 1, .1, 100 );
  129. camera.position.set( 0, 0, 1.2*balls );
  130. scene.userData.camera = camera;
  131. var controls = new THREE.OrbitControls( camera, views[n] );
  132. scene.userData.controls = controls;
  133. scenes.push( scene );
  134. }
  135. t = 0;
  136. animate();
  137. }
  138. function updateSize() {
  139. var width = canvas.clientWidth;
  140. var height = canvas.clientHeight;
  141. if ( canvas.width !== width || canvas.height != height ) {
  142. renderer.setSize( width, height, false );
  143. }
  144. }
  145. function animate() {
  146. render();
  147. requestAnimationFrame( animate );
  148. }
  149. function render() {
  150. updateSize();
  151. renderer.setClearColor( 0xffffff );
  152. renderer.setScissorTest( false );
  153. renderer.clear();
  154. renderer.setClearColor( 0x000000 );
  155. renderer.setScissorTest( true );
  156. scenes.forEach( function( scene ) {
  157. var rect = scene.userData.view.getBoundingClientRect();
  158. // check if it's offscreen. If so skip it
  159. if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
  160. rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
  161. return; // it's off screen
  162. }
  163. // set the viewport
  164. var width = rect.right - rect.left;
  165. var height = rect.bottom - rect.top;
  166. var left = rect.left;
  167. var top = rect.top;
  168. renderer.setViewport( left, top, width, height );
  169. renderer.setScissor( left, top, width, height );
  170. renderer.render( scene, scene.userData.camera );
  171. for ( var i = 0 ; i < scene.children[0].geometry.vertices.length ; i++ ) {
  172. var v0 = scene.userData.geometry0.vertices[i];
  173. var v = scene.userData.view.displacement( v0.x, v0.y, v0.z, t/5 );
  174. scene.children[0].geometry.vertices[i].set( v.x + v0.x, v.y + v0.y, v.z + v0.z );
  175. }
  176. scene.children[0].geometry.verticesNeedUpdate = true;
  177. } );
  178. t ++;
  179. }
  180. </script>
  181. <p>Sound waves whose geometry is determined by a single dimension, plane waves, obey the wave equation</p>
  182. <!-- css math formatting inspired by http://mathquill.com/mathquill/mathquill.css -->
  183. <div class="math">
  184. <span class="math-frac">
  185. <span class="math-num">
  186. &part;<sup>2</sup><i>u</i>
  187. </span>
  188. <span class="math-denom">
  189. &part;<i>r</i><sup>2</sup>
  190. </span>
  191. </span>
  192. &minus;
  193. <span class="math-frac">
  194. <span class="math-num">
  195. 1<sup></sup> <!-- sup for vertical alignment -->
  196. </span>
  197. <span class="math-denom">
  198. <i>c</i><sup>2</sup>
  199. </span>
  200. </span>
  201. <span class="math-frac">
  202. <span class="math-num">
  203. &part;<sup>2</sup><i>u</i>
  204. </span>
  205. <span class="math-denom">
  206. &part;<i>t</i><sup>2</sup>
  207. </span>
  208. </span>
  209. =&nbsp;0
  210. </div>
  211. <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>
  212. <div class="math">
  213. <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>)
  214. </div>
  215. <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>
  216. <p>Here is a plane wave moving on a three-dimensional lattice of atoms:</p>
  217. <div class="view">
  218. <script>
  219. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  220. parent.displacement = function( x, y, z, t ) {
  221. return new THREE.Vector3( Math.sin( x - t ), 0, 0);
  222. };
  223. parent.lattice = true;
  224. </script>
  225. </div>
  226. <p>Here is a plane wave moving through a three-dimensional random distribution of molecules:</p>
  227. <div class="view">
  228. <script>
  229. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  230. parent.displacement = function( x, y, z, t ) {
  231. return new THREE.Vector3( Math.sin( x - t ), 0, 0);
  232. };
  233. parent.lattice = false;
  234. </script>
  235. </div>
  236. <p>Sound waves whose geometry is determined by two dimensions, cylindrical waves, obey the wave equation</p>
  237. <div class="math">
  238. <span class="math-frac">
  239. <span class="math-num">
  240. &part;<sup>2</sup><i>u</i>
  241. </span>
  242. <span class="math-denom">
  243. &part;<i>r</i><sup>2</sup>
  244. </span>
  245. </span>
  246. &plus;
  247. <span class="math-frac">
  248. <span class="math-num">
  249. 1
  250. </span>
  251. <span class="math-denom">
  252. <i>r</i>
  253. </span>
  254. </span>
  255. <span class="math-frac">
  256. <span class="math-num">
  257. &part;<i>u</i>
  258. </span>
  259. <span class="math-denom">
  260. &part;<i>r</i>
  261. </span>
  262. </span>
  263. &minus;
  264. <span class="math-frac">
  265. <span class="math-num">
  266. 1<sup></sup> <!-- sup for vertical alignment -->
  267. </span>
  268. <span class="math-denom">
  269. <i>c</i><sup>2</sup>
  270. </span>
  271. </span>
  272. <span class="math-frac">
  273. <span class="math-num">
  274. &part;<sup>2</sup><i>u</i>
  275. </span>
  276. <span class="math-denom">
  277. &part;<i>t</i><sup>2</sup>
  278. </span>
  279. </span>
  280. =&nbsp;0
  281. </div>
  282. <p>The monochromatic solution for cylindrical sound waves will be taken to be</p>
  283. <div class="math">
  284. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=
  285. <span class="math-frac">
  286. <span class="math-num">
  287. sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  288. </span>
  289. <span class="math-denom">
  290. <span class="math-sqrt">&radic;</span><span class="math-sqrt-stem"><i>r</i></span>
  291. </span>
  292. </span>
  293. </div>
  294. <p>Here is a cylindrical wave moving on a three-dimensional lattice of atoms:</p>
  295. <div class="view">
  296. <script>
  297. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  298. parent.displacement = function( x, y, z, t ) {
  299. if ( x * x + y * y < 0.01 ) {
  300. return new THREE.Vector3( 0, 0, 0);
  301. } else {
  302. var rho = Math.sqrt( x * x + y * y );
  303. var phi = Math.atan2( y, x );
  304. 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);
  305. }
  306. };
  307. parent.lattice = true;
  308. </script>
  309. </div>
  310. <p>Here is a cylindrical wave moving through a three-dimensional random distribution of molecules:</p>
  311. <div class="view">
  312. <script>
  313. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  314. parent.displacement = function( x, y, z, t ) {
  315. if ( x * x + y * y < 0.01 ) {
  316. return new THREE.Vector3( 0, 0, 0);
  317. } else {
  318. var rho = Math.sqrt( x * x + y * y );
  319. var phi = Math.atan2( y, x );
  320. 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);
  321. }
  322. };
  323. parent.lattice = false;
  324. </script>
  325. </div>
  326. <p>Sound waves whose geometry is determined by three dimensions, spherical waves, obey the wave equation</p>
  327. <div class="math">
  328. <span class="math-frac">
  329. <span class="math-num">
  330. &part;<sup>2</sup><i>u</i>
  331. </span>
  332. <span class="math-denom">
  333. &part;<i>r</i><sup>2</sup>
  334. </span>
  335. </span>
  336. &plus;
  337. <span class="math-frac">
  338. <span class="math-num">
  339. 2
  340. </span>
  341. <span class="math-denom">
  342. <i>r</i>
  343. </span>
  344. </span>
  345. <span class="math-frac">
  346. <span class="math-num">
  347. &part;<i>u</i>
  348. </span>
  349. <span class="math-denom">
  350. &part;<i>r</i>
  351. </span>
  352. </span>
  353. &minus;
  354. <span class="math-frac">
  355. <span class="math-num">
  356. 1<sup></sup> <!-- sup for vertical alignment -->
  357. </span>
  358. <span class="math-denom">
  359. <i>c</i><sup>2</sup>
  360. </span>
  361. </span>
  362. <span class="math-frac">
  363. <span class="math-num">
  364. &part;<sup>2</sup><i>u</i>
  365. </span>
  366. <span class="math-denom">
  367. &part;<i>t</i><sup>2</sup>
  368. </span>
  369. </span>
  370. =&nbsp;0
  371. </div>
  372. <p>The monochromatic solution for spherical sound waves will be taken to be</p>
  373. <div class="math">
  374. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=
  375. <span class="math-frac">
  376. <span class="math-num">
  377. sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  378. </span>
  379. <span class="math-denom">
  380. <i>r</i>
  381. </span>
  382. </span>
  383. </div>
  384. <p>Here is a spherical wave moving on a three-dimensional lattice of atoms:</p>
  385. <div class="view">
  386. <script>
  387. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  388. parent.displacement = function( x, y, z, t ) {
  389. if ( x * x + y * y + z * z < 0.01 ) {
  390. return new THREE.Vector3( 0, 0, 0);
  391. } else {
  392. var r = Math.sqrt( x * x + y * y + z * z );
  393. var theta = Math.acos( z / r );
  394. var phi = Math.atan2( y, x );
  395. 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 );
  396. }
  397. };
  398. parent.lattice = true;
  399. </script>
  400. </div>
  401. <p>Here is a spherical wave moving through a three-dimensional random distribution of molecules:</p>
  402. <div class="view">
  403. <script>
  404. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  405. parent.displacement = function( x, y, z, t ) {
  406. if ( x * x + y * y + z * z < 0.01 ) {
  407. return new THREE.Vector3( 0, 0, 0);
  408. } else {
  409. var r = Math.sqrt( x * x + y * y + z * z );
  410. var theta = Math.acos( z / r );
  411. var phi = Math.atan2( y, x );
  412. 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 );
  413. }
  414. };
  415. parent.lattice = false;
  416. </script>
  417. </div>
  418. <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>
  419. </body>
  420. </html>