提交 4784dfe7 编写于 作者: T thorsummoner

Implemented Hilbert in 2d

上级 8413a860
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - lines - cubes - colors</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
a {
color:#0078ff;
}
#info {
position: absolute;
top: 10px; width: 100%;
color: #ffffff;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: center;
z-index:100;
}
a {
color: orange;
text-decoration: none;
}
a:hover {
color: #0080ff;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - color lines WebGL demo
[<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>]
</div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/geometries/hilbert2D.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var mouseX = 0, mouseY = 0,
windowHalfX = window.innerWidth / 2,
windowHalfY = window.innerHeight / 2,
camera, scene, renderer, material;
init();
animate();
function init() {
var i, container;
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 700;
scene = new THREE.Scene();
renderer = new THREE.CanvasRenderer( { antialias: false } );
renderer.setClearColor( 0x000000, 1 );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
var geometry3 = new THREE.Geometry(),
points = hilbert2D( new THREE.Vector3( 0,0,0 ), 400.0, 4, 0, 1, 2, 3, 4, 5, 6, 7 ),
colors3 = [];
for ( i = 0; i < points.length; i ++ ) {
geometry3.vertices.push( points[ i ] );
colors3[ i ] = new THREE.Color( 0xffffff );
colors3[ i ].setHSL( i / points.length, 1.0, 0.5 );
}
geometry3.colors = colors3;
// lines
material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } );
var line, p, scale = 0.3, d = 225;
line = new THREE.Line(geometry3, material );
line.scale.x = line.scale.y = line.scale.z = scale*1.5;
line.position.x = 0;
line.position.y = 0;
line.position.z = 0;
scene.add( line );
//
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
//container.appendChild( stats.domElement );
//
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
composer.reset();
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart( event ) {
if ( event.touches.length > 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length == 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
camera.lookAt( scene.position );
var time = Date.now() * 0.0005;
for ( var i = 0; i < scene.children.length; i ++ ) {
var object = scene.children[ i ];
if ( object instanceof THREE.Line ) object.rotation.y = time * ( i % 2 ? 1 : -1 );
}
renderer.render(scene, camera );
}
</script>
</body>
</html>
/**
* Hilbert Curve: Generates 2D-Coordinates in a very fast way.
*
* @author Dylan Grafmyre
*
* Based on work by:
* @author Thomas Diewald
* @link http://www.openprocessing.org/sketch/15493
*
* @param center Center of Hilbert curve.
* @param size Total width of Hilbert curve.
* @param iterations Number of subdivisions.
* @param v1 Corner index -X, -Z.
* @param v2 Corner index -X, +Z.
* @param v3 Corner index +X, +Z.
* @param v4 Corner index +X, -Z.
*/
function hilbert2D (center, size, iterations, v0, v1, v2, v3) {
// Default Vars
var center = undefined !== center ? center : new THREE.Vector3(0, 0, 0),
size = undefined !== size ? size : 10,
half = size / 2,
iterations = undefined !== iterations ? iterations : 1,
v0 = undefined !== v0 ? v0 : 0,
v1 = undefined !== v1 ? v1 : 1,
v2 = undefined !== v2 ? v2 : 2,
v3 = undefined !== v3 ? v3 : 3
;
var vec_s = [
new THREE.Vector3(center.x - half, center.y, center.z - half),
new THREE.Vector3(center.x - half, center.y, center.z + half),
new THREE.Vector3(center.x + half, center.y, center.z + half),
new THREE.Vector3(center.x + half, center.y, center.z - half)
];
var vec = [
vec_s[ v0 ],
vec_s[ v1 ],
vec_s[ v2 ],
vec_s[ v3 ]
];
// Recurse iterations
if (0 <= --iterations) {
var tmp = [];
Array.prototype.push.apply( tmp, hilbert2D ( vec[ 0 ], half, iterations, v0, v3, v2, v1 ) );
Array.prototype.push.apply( tmp, hilbert2D ( vec[ 1 ], half, iterations, v0, v1, v2, v3 ) );
Array.prototype.push.apply( tmp, hilbert2D ( vec[ 2 ], half, iterations, v0, v1, v2, v3 ) );
Array.prototype.push.apply( tmp, hilbert2D ( vec[ 3 ], half, iterations, v2, v1, v0, v3 ) );
// Return recursive call
return tmp;
}
// Return complete Hilbert Curve.
return vec;
}
/**
* Hilbert Curve: Generates 2D-Coordinates in a very fast way.
*
* @author Dylan Grafmyre
*
* Based on work by:
* @author Thomas Diewald
* @link http://www.openprocessing.org/sketch/15493
*
* @param center Center of Hilbert curve.
* @param size Total width of Hilbert curve.
* @param iterations Number of subdivisions.
* @param v1 Corner index -X, -Z.
* @param v2 Corner index -X, +Z.
* @param v3 Corner index +X, +Z.
* @param v4 Corner index +X, -Z.
*/
function hilbert2D (center, size, iterations, v0, v1, v2, v3) {
// Default Vars
var center = undefined !== center ? center : new THREE.Vector3(0, 0, 0),
size = undefined !== size ? size : 10,
size = undefined !== side ? side : 10,
half = size / 2,
iterations = undefined !== iterations ? iterations : 1,
v0 = undefined !== v0 ? v0 : 0,
v1 = undefined !== v1 ? v1 : 1,
v2 = undefined !== v2 ? v2 : 2,
v3 = undefined !== v3 ? v3 : 3
;
var vec_s = [
new THREE.Vector3(center.x - half, center.y, center.z - half),
new THREE.Vector3(center.x - half, center.y, center.z + half),
new THREE.Vector3(center.x + half, center.y, center.z + half),
new THREE.Vector3(center.x + half, center.y, center.z - half)
];
var vec = [
vec_s[ v0 ],
vec_s[ v1 ],
vec_s[ v2 ],
vec_s[ v3 ]
];
// Recurse iterations
if (0 <= --iterations) {
var tmp = [];
Array.prototype.push.apply( tmp, hilbert2D ( vec[ 0 ], half, iterations, v0, v3, v2, v1 ) );
Array.prototype.push.apply( tmp, hilbert2D ( vec[ 1 ], half, iterations, v0, v1, v2, v3 ) );
Array.prototype.push.apply( tmp, hilbert2D ( vec[ 2 ], half, iterations, v0, v1, v2, v3 ) );
Array.prototype.push.apply( tmp, hilbert2D ( vec[ 3 ], half, iterations, v2, v1, v0, v3 ) );
// Return recursive call
return tmp;
}
// Return complete Hilbert Curve.
return vec;
}
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