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index.html
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<!-- Gary Ang | Ming | playgrd -->
<!-- playgrd.com -->
<!-- three.js port of Daniel Shiffman's Nature of Code Chapter 2-->
<!-- Flowfield -->
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>three.js base</title>
<style>
</style>
<script type="text/javascript" src="./libs/three.js"></script>
<script type="text/javascript" src="./libs/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/4.2.8/d3.min.js" type="text/JavaScript"></script>
<script language="javascript" type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/p5.min.js"></script>
<script type="text/javascript" src="https://cdn.rawgit.com/josephg/noisejs/master/perlin.js"></script>
</head>
<body>
<div id='svg'></div>
<script>
var p5 = new p5();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 1000 );
// var camera = new THREE.OrthographicCamera( 0,50,0,50, 0.1, 1000 );
camera.position.z = 75;
camera.position.x = -75;
camera.position.y = -75;
var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0xF9B3D1, 1 );
document.body.appendChild( renderer.domElement );
var orbit = new THREE.OrbitControls( camera, renderer.domElement );
orbit.enableZoom = false;
var ambientLight = new THREE.AmbientLight( '#D63AF9', 100),
hemiLight = new THREE.HemisphereLight('#D63AF9', '#2F1847', 1),
light = new THREE.PointLight( '#D63AF9', 10, 100 );
ambientLight.position.set( 0, 0, 0 );
hemiLight.position.set( 10, 10, 10 );
light.position.set( 10, 10, 10 );
scene.add( ambientLight );
scene.add( hemiLight );
scene.add( light );
var group = new THREE.Group();
mover = new Mover();
mover.display();
mover.initialise();
scene.add( group );
var prevFog = true;
var wind = new THREE.Vector2(-10,0);
var gravity = new THREE.Vector2(0,0.000001);
var flowfield = new FlowField(50,50,4);
var render = function () {
requestAnimationFrame( render );
orbit.update();
mover.display();
mover.applyForce(wind);
// mover.applyForce(gravity);
mover.follow(flowfield);
mover.update();
mover.checkEdges();
flowfield.display();
// group.rotation.x += 0.002;
// group.rotation.y += 0.02;
// group.rotation.z += 0.002;
renderer.render( scene, camera );
};
window.addEventListener( 'resize', function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false );
render();
function Mover() {
this.position = new THREE.Vector2();
this.velocity = new THREE.Vector2();
this.acceleration = new THREE.Vector2();
this.max = new THREE.Vector2(50,50);
this.min = new THREE.Vector2(-50,-50);
this.mass = 10;
var geometry = new THREE.SphereGeometry(1,10,10);
var material = new THREE.MeshToonMaterial({ color: 0xFFF3EF, opacity:0.5, transparent:true, wireframe:true, emissive: 0xFFF3EF,emissiveIntensity:0.1} );
var sphere = new THREE.Mesh(geometry, material);
group.add(sphere);
this.initialise = function() {
this.position.x = 25;
this.position.y = 25;
this.velocity.x = 0.1;
this.velocity.y = 0.1;
this.acceleration.x = 0.0;
this.acceleration.y = 0.0;
// console.log('Initialise', this.position);
}
this.follow = function(flow) {
// What is the vector at that spot in the flow field?
var desired = flow.lookup(this.position);
// Scale it up by maxspeed
// desired.multiplyScalar(10);
// console.log('Desired',desired);
// Steering is desired minus velocity
var steer = desired.sub(this.velocity);
// steer.limit(this.maxforce); // Limit to maximum steering force
this.applyForce(steer);
};
this.applyForce = function(force){
var f = force.divideScalar(this.mass);
this.acceleration.add(f);
}
this.update = function() {
this.velocity.add(this.acceleration);
this.velocity.clamp(this.min, this.max);
this.position.add(this.velocity);
this.acceleration.multiplyScalar(0);
// console.log('Position', this.position);
}
this.display = function(){
sphere.position.x = this.position.x;
sphere.position.y = this.position.y;
// console.log(sphere.position);
}
this.checkEdges = function() {
if (this.position.x > 50){
this.position.x = 50;
this.velocity.x *= -1;
// console.log(this.velocity);
}
else if (this.position.x < 0){
this.position.x = 0;
this.velocity.x *= -1;
// console.log('HIT');
}
if (this.position.y > 50){
this.position.y = 50;
this.velocity.y *= -1;
}
else if (this.position.y < 0){
this.position.y = 0;
this.velocity.y *= -1;
}
}
this.check = function(){
sphere.position.x = 0;
sphere.position.y = 0;
}
}
function FlowField(width,height,r) {
this.resolution = r;
this.cols = width/this.resolution;
this.rows = height/this.resolution;
this.make2Darray = function(n){
var array = [];
for (var i=0; i<n; i++){
array[i] = [];
}
return array;
};
this.field = this.make2Darray(this.cols);
this.init = function(){
// noise.seed(Math.random());
var xoff = 0;
for (var i=0; i<this.cols; i++){
var yoff = 0;
for (var j=0; j<this.rows; j++){
var theta = p5.map(p5.noise(xoff, yoff),0,1,0,Math.PI*2);
this.field[i][j] = new THREE.Vector3(Math.cos(theta),Math.sin(theta),0);
yoff +=0.1;
}
xoff +=0.1;
}
}
this.init();
this.lookup = function(lookup) {
// var column = Math.floor(p5.constrain(lookup.x/this.resolution,0,this.cols-1));
// var row = Math.floor(p5.constrain(lookup.y/this.resolution,0,this.rows-1));
// console.log(lookup.x,lookup.y);
var column = Math.floor(lookup.x/this.resolution);
var row = Math.floor(lookup.y/this.resolution);
//println(lookup.x);
// console.log(column,row);
return this.field[column][row].clone();
};
this.display = function(){
for (var i = 0; i < this.cols; i++) {
for (var j = 0; j < this.rows; j++) {
drawDirection(this.field[i][j], i*this.resolution, j*this.resolution)
}
}
}
var drawDirection = function(v,x,y) {
var dir = v;
//normalize the direction vector (convert to vector of length 1)
dir.normalize();
var origin = new THREE.Vector3( x, y, 0 );
var length = 3;
var hex = 0xffffff;
var arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
group.add(arrowHelper);
}
};
</script>
</body>
</html>