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. <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 geometry0 = new THREE.BufferGeometry();
  94. var geometry1 = new THREE.BufferGeometry();
  95. var vertices = [];
  96. var vertices = [];
  97. if ( views[n].lattice ) {
  98. var range = balls / 2;
  99. for ( var i = -range ; i <= range ; i++ ) {
  100. for ( var j = -range ; j <= range ; j++ ) {
  101. for ( var k = -range ; k <= range ; k++ ) {
  102. vertices.push( i, j, k );
  103. }
  104. }
  105. }
  106. } else {
  107. for ( var m = 0 ; m < Math.pow( balls, 3 ) ; m++ ) {
  108. var i = balls * Math.random() - balls / 2;
  109. var j = balls * Math.random() - balls / 2;
  110. var k = balls * Math.random() - balls / 2;
  111. vertices.push( i, j, k );
  112. }
  113. }
  114. geometry0.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  115. geometry1.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices.slice(), 3 ) );
  116. var index = Math.floor( colors.length * Math.random() );
  117. var canvas2 = document.createElement( 'canvas' );
  118. canvas2.width = 128;
  119. canvas2.height = 128;
  120. var context = canvas2.getContext( '2d' );
  121. context.arc( 64, 64, 64, 0, 2 * Math.PI );
  122. context.fillStyle = colors[ index ];
  123. context.fill();
  124. var texture = new THREE.CanvasTexture( canvas2 );
  125. var material = new THREE.PointsMaterial( { size: size, map: texture, transparent: true, alphaTest: 0.1 } );
  126. scene.add( new THREE.Points( geometry0, material ) );
  127. scene.userData.view = views[ n ];
  128. scene.userData.geometry1 = geometry1;
  129. var camera = new THREE.PerspectiveCamera( 75, 1, 0.1, 100 );
  130. camera.position.set( 0, 0, 1.2 * balls );
  131. scene.userData.camera = camera;
  132. var controls = new THREE.OrbitControls( camera, views[ n ] );
  133. scene.userData.controls = controls;
  134. scenes.push( scene );
  135. }
  136. t = 0;
  137. animate();
  138. }
  139. function updateSize() {
  140. var width = canvas.clientWidth;
  141. var height = canvas.clientHeight;
  142. if ( canvas.width !== width || canvas.height != height ) {
  143. renderer.setSize( width, height, false );
  144. }
  145. }
  146. function animate() {
  147. render();
  148. requestAnimationFrame( animate );
  149. }
  150. function render() {
  151. updateSize();
  152. renderer.setClearColor( 0xffffff );
  153. renderer.setScissorTest( false );
  154. renderer.clear();
  155. renderer.setClearColor( 0x000000 );
  156. renderer.setScissorTest( true );
  157. scenes.forEach( function( scene ) {
  158. var rect = scene.userData.view.getBoundingClientRect();
  159. // check if it's offscreen. If so skip it
  160. if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
  161. rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
  162. return; // it's off screen
  163. }
  164. // set the viewport
  165. var width = rect.right - rect.left;
  166. var height = rect.bottom - rect.top;
  167. var left = rect.left;
  168. var top = rect.top;
  169. renderer.setViewport( left, top, width, height );
  170. renderer.setScissor( left, top, width, height );
  171. renderer.render( scene, scene.userData.camera );
  172. var points = scene.children[ 0 ];
  173. var position = points.geometry.attributes.position;
  174. var point = new THREE.Vector3();
  175. var offset = new THREE.Vector3();
  176. for ( var i = 0 ; i < position.count; i ++ ) {
  177. point.fromBufferAttribute( scene.userData.geometry1.attributes.position, i );
  178. scene.userData.view.displacement( point.x, point.y, point.z, t / 5, offset );
  179. position.setXYZ( i, point.x + offset.x, point.y + offset.y, point.z + offset.z );
  180. }
  181. position.needsUpdate = true;
  182. } );
  183. t ++;
  184. }
  185. </script>
  186. <p>Sound waves whose geometry is determined by a single dimension, plane waves, obey the wave equation</p>
  187. <!-- css math formatting inspired by http://mathquill.com/mathquill/mathquill.css -->
  188. <div class="math">
  189. <span class="math-frac">
  190. <span class="math-num">
  191. &part;<sup>2</sup><i>u</i>
  192. </span>
  193. <span class="math-denom">
  194. &part;<i>r</i><sup>2</sup>
  195. </span>
  196. </span>
  197. &minus;
  198. <span class="math-frac">
  199. <span class="math-num">
  200. 1<sup></sup> <!-- sup for vertical alignment -->
  201. </span>
  202. <span class="math-denom">
  203. <i>c</i><sup>2</sup>
  204. </span>
  205. </span>
  206. <span class="math-frac">
  207. <span class="math-num">
  208. &part;<sup>2</sup><i>u</i>
  209. </span>
  210. <span class="math-denom">
  211. &part;<i>t</i><sup>2</sup>
  212. </span>
  213. </span>
  214. =&nbsp;0
  215. </div>
  216. <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>
  217. <div class="math">
  218. <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>)
  219. </div>
  220. <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>
  221. <p>Here is a plane wave moving on a three-dimensional lattice of atoms:</p>
  222. <div class="view">
  223. <script>
  224. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  225. parent.displacement = function( x, y, z, t, target ) {
  226. return target.set( Math.sin( x - t ), 0, 0 );
  227. };
  228. parent.lattice = true;
  229. </script>
  230. </div>
  231. <p>Here is a plane wave moving through a three-dimensional random distribution of molecules:</p>
  232. <div class="view">
  233. <script>
  234. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  235. parent.displacement = function( x, y, z, t, target ) {
  236. return target.set( Math.sin( x - t ), 0, 0 );
  237. };
  238. parent.lattice = false;
  239. </script>
  240. </div>
  241. <p>Sound waves whose geometry is determined by two dimensions, cylindrical waves, obey the wave equation</p>
  242. <div class="math">
  243. <span class="math-frac">
  244. <span class="math-num">
  245. &part;<sup>2</sup><i>u</i>
  246. </span>
  247. <span class="math-denom">
  248. &part;<i>r</i><sup>2</sup>
  249. </span>
  250. </span>
  251. &plus;
  252. <span class="math-frac">
  253. <span class="math-num">
  254. 1
  255. </span>
  256. <span class="math-denom">
  257. <i>r</i>
  258. </span>
  259. </span>
  260. <span class="math-frac">
  261. <span class="math-num">
  262. &part;<i>u</i>
  263. </span>
  264. <span class="math-denom">
  265. &part;<i>r</i>
  266. </span>
  267. </span>
  268. &minus;
  269. <span class="math-frac">
  270. <span class="math-num">
  271. 1<sup></sup> <!-- sup for vertical alignment -->
  272. </span>
  273. <span class="math-denom">
  274. <i>c</i><sup>2</sup>
  275. </span>
  276. </span>
  277. <span class="math-frac">
  278. <span class="math-num">
  279. &part;<sup>2</sup><i>u</i>
  280. </span>
  281. <span class="math-denom">
  282. &part;<i>t</i><sup>2</sup>
  283. </span>
  284. </span>
  285. =&nbsp;0
  286. </div>
  287. <p>The monochromatic solution for cylindrical sound waves will be taken to be</p>
  288. <div class="math">
  289. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=
  290. <span class="math-frac">
  291. <span class="math-num">
  292. sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  293. </span>
  294. <span class="math-denom">
  295. <span class="math-sqrt">&radic;</span><span class="math-sqrt-stem"><i>r</i></span>
  296. </span>
  297. </span>
  298. </div>
  299. <p>Here is a cylindrical wave moving on a three-dimensional lattice of atoms:</p>
  300. <div class="view">
  301. <script>
  302. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  303. parent.displacement = function( x, y, z, t, target ) {
  304. if ( x * x + y * y < 0.01 ) {
  305. return target.set( 0, 0, 0 );
  306. } else {
  307. var rho = Math.sqrt( x * x + y * y );
  308. var phi = Math.atan2( y, x );
  309. 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 );
  310. }
  311. };
  312. parent.lattice = true;
  313. </script>
  314. </div>
  315. <p>Here is a cylindrical wave moving through a three-dimensional random distribution of molecules:</p>
  316. <div class="view">
  317. <script>
  318. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  319. parent.displacement = function( x, y, z, t, target ) {
  320. if ( x * x + y * y < 0.01 ) {
  321. return target.set( 0, 0, 0 );
  322. } else {
  323. var rho = Math.sqrt( x * x + y * y );
  324. var phi = Math.atan2( y, x );
  325. 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 );
  326. }
  327. };
  328. parent.lattice = false;
  329. </script>
  330. </div>
  331. <p>Sound waves whose geometry is determined by three dimensions, spherical waves, obey the wave equation</p>
  332. <div class="math">
  333. <span class="math-frac">
  334. <span class="math-num">
  335. &part;<sup>2</sup><i>u</i>
  336. </span>
  337. <span class="math-denom">
  338. &part;<i>r</i><sup>2</sup>
  339. </span>
  340. </span>
  341. &plus;
  342. <span class="math-frac">
  343. <span class="math-num">
  344. 2
  345. </span>
  346. <span class="math-denom">
  347. <i>r</i>
  348. </span>
  349. </span>
  350. <span class="math-frac">
  351. <span class="math-num">
  352. &part;<i>u</i>
  353. </span>
  354. <span class="math-denom">
  355. &part;<i>r</i>
  356. </span>
  357. </span>
  358. &minus;
  359. <span class="math-frac">
  360. <span class="math-num">
  361. 1<sup></sup> <!-- sup for vertical alignment -->
  362. </span>
  363. <span class="math-denom">
  364. <i>c</i><sup>2</sup>
  365. </span>
  366. </span>
  367. <span class="math-frac">
  368. <span class="math-num">
  369. &part;<sup>2</sup><i>u</i>
  370. </span>
  371. <span class="math-denom">
  372. &part;<i>t</i><sup>2</sup>
  373. </span>
  374. </span>
  375. =&nbsp;0
  376. </div>
  377. <p>The monochromatic solution for spherical sound waves will be taken to be</p>
  378. <div class="math">
  379. <i>u</i>(<i>r</i>,<i>t</i>)&thinsp;=
  380. <span class="math-frac">
  381. <span class="math-num">
  382. sin(<i>k</i><i>r</i>&thinsp;&plusmn;&thinsp;&omega;<i>t</i>)
  383. </span>
  384. <span class="math-denom">
  385. <i>r</i>
  386. </span>
  387. </span>
  388. </div>
  389. <p>Here is a spherical wave moving on a three-dimensional lattice of atoms:</p>
  390. <div class="view">
  391. <script>
  392. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  393. parent.displacement = function( x, y, z, t, target ) {
  394. if ( x * x + y * y + z * z < 0.01 ) {
  395. return target.set( 0, 0, 0 );
  396. } else {
  397. var r = Math.sqrt( x * x + y * y + z * z );
  398. var theta = Math.acos( z / r );
  399. var phi = Math.atan2( y, x );
  400. 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 );
  401. }
  402. };
  403. parent.lattice = true;
  404. </script>
  405. </div>
  406. <p>Here is a spherical wave moving through a three-dimensional random distribution of molecules:</p>
  407. <div class="view">
  408. <script>
  409. var parent = document.scripts[ document.scripts.length - 1 ].parentNode;
  410. parent.displacement = function( x, y, z, t, target ) {
  411. if ( x * x + y * y + z * z < 0.01 ) {
  412. return target.set( 0, 0, 0 );
  413. } else {
  414. var r = Math.sqrt( x * x + y * y + z * z );
  415. var theta = Math.acos( z / r );
  416. var phi = Math.atan2( y, x );
  417. 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 );
  418. }
  419. };
  420. parent.lattice = false;
  421. </script>
  422. </div>
  423. <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>
  424. </body>
  425. </html>
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