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path: root/site/assets/test/face.html
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<!doctype html>
<html lang="en">
<head>
<title>face points</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
html, body { margin: 0; padding: 0; font-family: sans-serif; color: white; } 
.currentFace { position: absolute; bottom: 10px; right: 10px; }
</style>
</head>
<body>
<div id="container"></div>
<div class="currentFace"></div>
<script src="../js/vendor/three.min.js"></script>
<script src="../js/vendor/three.meshline.js"></script>
<script>
var container
var camera, controls, scene, renderer
var mouse = new THREE.Vector2(0.5, 0.5)
var mouseTarget = new THREE.Vector2(0.5, 0.5)
var POINT_SCALE = 1.8
var FACE_POINT_COUNT = 68
var SWAP_TIME = 500
var cubes = [], meshes = []
var faceBuffer = makeFaceBuffer()
function makeFaceBuffer() {
  var a = new Array(FACE_POINT_COUNT)
  for (let i = 0; i < FACE_POINT_COUNT; i++) {
    a[i] = new THREE.Vector3()
  }
  return a
}
var last_t = 0, start_t = 0
var colors = [
  0xff3333,
  0xff8833,
  0xffff33,
  0x338833,
  0x3388ff,
  0x3333ff,
  0x8833ff,
  0xff3388,
  0xffffff,
]
var swapping = false, swap_count = 0, swapFrom, swapTo, face_names, faces
init()

function choice(a) { return a[Math.floor(Math.random()*a.length)]}
function init() {
  fetch("/assets/data/3dlm_0_10.json")
  .then(req => req.json())
  .then(data => {
    face_names = Object.keys(data)
    faces = face_names.map(name => recenter(data[name]))
    setup()
    build(faces[0])
    updateFace(faces[0])
    document.querySelector('.currentFace').innerHTML = face_names[0]
    swapTo = faces[0]
    animate()
  })
}
function setup() {
  container = document.getElementById("container")
  camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 10000)
  camera.position.x = 0
  camera.position.y = 0
  camera.position.z = 300

  scene = new THREE.Scene()
  scene.background = new THREE.Color(0x000000)

  renderer = new THREE.WebGLRenderer({ antialias: true })
  renderer.setPixelRatio(window.devicePixelRatio)
  renderer.setSize(window.innerWidth, window.innerHeight)
  container.appendChild(renderer.domElement)
  renderer.domElement.addEventListener('mousemove', onMouseMove)
  renderer.domElement.addEventListener('mousedown', swap)
}
function build(points) {
  var matrix = new THREE.Matrix4()
  var quaternion = new THREE.Quaternion()

  for (var i = 0; i < FACE_POINT_COUNT; i++) {
    var p = points[i]
    var geometry = new THREE.BoxBufferGeometry()
    var position = new THREE.Vector3(p[0], p[1], p[2])
    var rotation = new THREE.Euler()
    var scale = new THREE.Vector3()
    var color = new THREE.Color()
    scale.x = scale.y = scale.z = POINT_SCALE
    quaternion.setFromEuler(rotation, false)
    matrix.compose(position, quaternion, scale)
    geometry.applyMatrix(matrix)
    material = new THREE.MeshBasicMaterial({color: color.setHex(0xffffff) })
    cube = new THREE.Mesh(geometry, material)
    scene.add(cube)
    cubes.push(cube)
  }

  meshes = getLineGeometry(points).map((geometry, i) => {
    var color = new THREE.Color()
    var material = new MeshLineMaterial({
      color: color.setHex(colors[i % colors.length]),
    })
    var line = new MeshLine()
    line.setGeometry(geometry, _ => 1.5)
    var mesh = new THREE.Mesh(line.geometry, material)
    mesh.geometry.dynamic = true
    scene.add(mesh)
    return [line, mesh]
  })
}
function lerpPoints(n, A, B, C) {
  for (let i = 0, len = A.length; i < len; i++) {
    lerpPoint(n, A[i], B[i], C[i])
  }
}
function lerpPoint(n, A, B, C) {
  C.x = lerp(n, A.x, B.x)
  C.y = lerp(n, A.y, B.y)
  C.z = lerp(n, A.z, B.z)
}
function lerp(n, a, b) {
  return (b-a) * n + a
}
function swap(){
  if (swapping) return
  start_t = last_t
  swapping = true
  swap_count = (swap_count + 1) % faces.length
  swapFrom = swapTo
  swapTo = faces[swap_count]
  document.querySelector('.currentFace').innerHTML = face_names[swap_count]
}
function update_swap(t){
  var n = (t - start_t) / SWAP_TIME
  if (n > 1) {
    swapping = false
    n = 1
  }
  lerpPoints(n, swapFrom, swapTo, faceBuffer)
  updateFace(faceBuffer)
}
function updateFace(points) {
  updateCubeGeometry(points)
  updateLineGeometry(points)
}
function updateCubeGeometry(points) {
  cubes.forEach((cube, i) => {
    const p = points[i]
    cube.position.set(p.x, p.y, p.z)
  })
}
function updateLineGeometry(points) {
  getLineGeometry(points).map((geometry, i) => {
    var [line, mesh] = meshes[i]
    line.setGeometry(geometry, _ => 1.5)
    mesh.geometry.vertices = line.geometry.vertices
    mesh.geometry.verticesNeedUpdate = true
  })
}
function getLineGeometry(points) {
  return [
    points.slice(0, 17),
    points.slice(17, 22),
    points.slice(22, 27),
    points.slice(27, 31),
    points.slice(31, 36),
    points.slice(36, 42),
    points.slice(42, 48),
    points.slice(48)
  ].map((a, i) => {
    var geometry = new THREE.Geometry()
    a.forEach(p => geometry.vertices.push(p))
    if (i > 4) {
      geometry.vertices.push(a[0])
    }
    return geometry
  })
}
function getBounds(obj) {
  return obj.reduce((a, p) => {
    return [
      Math.min(a[0], p[0]),
      Math.max(a[1], p[0]),
      Math.min(a[2], p[1]),
      Math.max(a[3], p[1]),
      Math.min(a[4], p[2]),
      Math.max(a[5], p[2]),
    ]
  }, [Infinity, -Infinity, Infinity, -Infinity, Infinity, -Infinity])
}
function recenter(obj) {
  const bounds = getBounds(obj)
  const x_width = (bounds[1] - bounds[0]) / 2
  const y_width = (bounds[3] - bounds[2]) / -2
  const z_width = (bounds[5] - bounds[4]) / 2
  return obj.map(p => {
    p[0] = p[0] - bounds[0] - x_width
    p[1] = -p[1] + bounds[1] + y_width
    p[2] = p[2] - bounds[2] + z_width
    return new THREE.Vector3(p[0], p[1], p[2])
  })
}
//
function onMouseMove(e) {
  mouse.x = e.clientX / window.innerWidth
  mouse.y = e.clientY / window.innerHeight
}
function animate(t) {
  requestAnimationFrame(animate)
  if (swapping) update_swap(t)
  renderer.render(scene, camera)
  scene.rotation.y += 0.01 * Math.PI
  mouseTarget.x += (mouse.x - mouseTarget.x) * 0.1
  mouseTarget.y += (mouse.y - mouseTarget.y) * 0.1
  scene.rotation.x = (mouseTarget.y - 0.5) * Math.PI / 2
  // scene.rotation.y = (mouseTarget.x - 0.5) * Math.PI
  scene.rotation.y += 0.01
  last_t = t
}
</script>

</body>
</html>