mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
457 lines
9.6 KiB
HTML
Executable File
457 lines
9.6 KiB
HTML
Executable File
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<title>three.js canvas - geometry - birds</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 {
|
|
color: #808080;
|
|
font-family:Monospace;
|
|
font-size:13px;
|
|
text-align:center;
|
|
|
|
background-color: #ffffff;
|
|
margin: 0px;
|
|
overflow: hidden;
|
|
}
|
|
|
|
#info {
|
|
position: absolute;
|
|
top: 0px; width: 100%;
|
|
padding: 5px;
|
|
}
|
|
</style>
|
|
</head>
|
|
<body>
|
|
|
|
<div id="container"></div>
|
|
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - birds demo</div>
|
|
|
|
<script src="../build/three.min.js"></script>
|
|
|
|
<script src="js/renderers/Projector.js"></script>
|
|
<script src="js/renderers/CanvasRenderer.js"></script>
|
|
|
|
<script src="js/libs/stats.min.js"></script>
|
|
|
|
<script src="obj/Bird.js"></script>
|
|
|
|
<script>
|
|
|
|
// Based on http://www.openprocessing.org/visuals/?visualID=6910
|
|
|
|
var Boid = function() {
|
|
|
|
var vector = new THREE.Vector3(),
|
|
_acceleration, _width = 500, _height = 500, _depth = 200, _goal, _neighborhoodRadius = 100,
|
|
_maxSpeed = 4, _maxSteerForce = 0.1, _avoidWalls = false;
|
|
|
|
this.position = new THREE.Vector3();
|
|
this.velocity = new THREE.Vector3();
|
|
_acceleration = new THREE.Vector3();
|
|
|
|
this.setGoal = function ( target ) {
|
|
|
|
_goal = target;
|
|
|
|
}
|
|
|
|
this.setAvoidWalls = function ( value ) {
|
|
|
|
_avoidWalls = value;
|
|
|
|
}
|
|
|
|
this.setWorldSize = function ( width, height, depth ) {
|
|
|
|
_width = width;
|
|
_height = height;
|
|
_depth = depth;
|
|
|
|
}
|
|
|
|
this.run = function ( boids ) {
|
|
|
|
if ( _avoidWalls ) {
|
|
|
|
vector.set( - _width, this.position.y, this.position.z );
|
|
vector = this.avoid( vector );
|
|
vector.multiplyScalar( 5 );
|
|
_acceleration.add( vector );
|
|
|
|
vector.set( _width, this.position.y, this.position.z );
|
|
vector = this.avoid( vector );
|
|
vector.multiplyScalar( 5 );
|
|
_acceleration.add( vector );
|
|
|
|
vector.set( this.position.x, - _height, this.position.z );
|
|
vector = this.avoid( vector );
|
|
vector.multiplyScalar( 5 );
|
|
_acceleration.add( vector );
|
|
|
|
vector.set( this.position.x, _height, this.position.z );
|
|
vector = this.avoid( vector );
|
|
vector.multiplyScalar( 5 );
|
|
_acceleration.add( vector );
|
|
|
|
vector.set( this.position.x, this.position.y, - _depth );
|
|
vector = this.avoid( vector );
|
|
vector.multiplyScalar( 5 );
|
|
_acceleration.add( vector );
|
|
|
|
vector.set( this.position.x, this.position.y, _depth );
|
|
vector = this.avoid( vector );
|
|
vector.multiplyScalar( 5 );
|
|
_acceleration.add( vector );
|
|
|
|
}/* else {
|
|
|
|
this.checkBounds();
|
|
|
|
}
|
|
*/
|
|
|
|
if ( Math.random() > 0.5 ) {
|
|
|
|
this.flock( boids );
|
|
|
|
}
|
|
|
|
this.move();
|
|
|
|
}
|
|
|
|
this.flock = function ( boids ) {
|
|
|
|
if ( _goal ) {
|
|
|
|
_acceleration.add( this.reach( _goal, 0.005 ) );
|
|
|
|
}
|
|
|
|
_acceleration.add( this.alignment( boids ) );
|
|
_acceleration.add( this.cohesion( boids ) );
|
|
_acceleration.add( this.separation( boids ) );
|
|
|
|
}
|
|
|
|
this.move = function () {
|
|
|
|
this.velocity.add( _acceleration );
|
|
|
|
var l = this.velocity.length();
|
|
|
|
if ( l > _maxSpeed ) {
|
|
|
|
this.velocity.divideScalar( l / _maxSpeed );
|
|
|
|
}
|
|
|
|
this.position.add( this.velocity );
|
|
_acceleration.set( 0, 0, 0 );
|
|
|
|
}
|
|
|
|
this.checkBounds = function () {
|
|
|
|
if ( this.position.x > _width ) this.position.x = - _width;
|
|
if ( this.position.x < - _width ) this.position.x = _width;
|
|
if ( this.position.y > _height ) this.position.y = - _height;
|
|
if ( this.position.y < - _height ) this.position.y = _height;
|
|
if ( this.position.z > _depth ) this.position.z = - _depth;
|
|
if ( this.position.z < - _depth ) this.position.z = _depth;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
this.avoid = function ( target ) {
|
|
|
|
var steer = new THREE.Vector3();
|
|
|
|
steer.copy( this.position );
|
|
steer.sub( target );
|
|
|
|
steer.multiplyScalar( 1 / this.position.distanceToSquared( target ) );
|
|
|
|
return steer;
|
|
|
|
}
|
|
|
|
this.repulse = function ( target ) {
|
|
|
|
var distance = this.position.distanceTo( target );
|
|
|
|
if ( distance < 150 ) {
|
|
|
|
var steer = new THREE.Vector3();
|
|
|
|
steer.subVectors( this.position, target );
|
|
steer.multiplyScalar( 0.5 / distance );
|
|
|
|
_acceleration.add( steer );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.reach = function ( target, amount ) {
|
|
|
|
var steer = new THREE.Vector3();
|
|
|
|
steer.subVectors( target, this.position );
|
|
steer.multiplyScalar( amount );
|
|
|
|
return steer;
|
|
|
|
}
|
|
|
|
this.alignment = function ( boids ) {
|
|
|
|
var boid, velSum = new THREE.Vector3(),
|
|
count = 0;
|
|
|
|
for ( var i = 0, il = boids.length; i < il; i++ ) {
|
|
|
|
if ( Math.random() > 0.6 ) continue;
|
|
|
|
boid = boids[ i ];
|
|
|
|
distance = boid.position.distanceTo( this.position );
|
|
|
|
if ( distance > 0 && distance <= _neighborhoodRadius ) {
|
|
|
|
velSum.add( boid.velocity );
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( count > 0 ) {
|
|
|
|
velSum.divideScalar( count );
|
|
|
|
var l = velSum.length();
|
|
|
|
if ( l > _maxSteerForce ) {
|
|
|
|
velSum.divideScalar( l / _maxSteerForce );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return velSum;
|
|
|
|
}
|
|
|
|
this.cohesion = function ( boids ) {
|
|
|
|
var boid, distance,
|
|
posSum = new THREE.Vector3(),
|
|
steer = new THREE.Vector3(),
|
|
count = 0;
|
|
|
|
for ( var i = 0, il = boids.length; i < il; i ++ ) {
|
|
|
|
if ( Math.random() > 0.6 ) continue;
|
|
|
|
boid = boids[ i ];
|
|
distance = boid.position.distanceTo( this.position );
|
|
|
|
if ( distance > 0 && distance <= _neighborhoodRadius ) {
|
|
|
|
posSum.add( boid.position );
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( count > 0 ) {
|
|
|
|
posSum.divideScalar( count );
|
|
|
|
}
|
|
|
|
steer.subVectors( posSum, this.position );
|
|
|
|
var l = steer.length();
|
|
|
|
if ( l > _maxSteerForce ) {
|
|
|
|
steer.divideScalar( l / _maxSteerForce );
|
|
|
|
}
|
|
|
|
return steer;
|
|
|
|
}
|
|
|
|
this.separation = function ( boids ) {
|
|
|
|
var boid, distance,
|
|
posSum = new THREE.Vector3(),
|
|
repulse = new THREE.Vector3();
|
|
|
|
for ( var i = 0, il = boids.length; i < il; i ++ ) {
|
|
|
|
if ( Math.random() > 0.6 ) continue;
|
|
|
|
boid = boids[ i ];
|
|
distance = boid.position.distanceTo( this.position );
|
|
|
|
if ( distance > 0 && distance <= _neighborhoodRadius ) {
|
|
|
|
repulse.subVectors( this.position, boid.position );
|
|
repulse.normalize();
|
|
repulse.divideScalar( distance );
|
|
posSum.add( repulse );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return posSum;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
<script>
|
|
|
|
var SCREEN_WIDTH = window.innerWidth,
|
|
SCREEN_HEIGHT = window.innerHeight,
|
|
SCREEN_WIDTH_HALF = SCREEN_WIDTH / 2,
|
|
SCREEN_HEIGHT_HALF = SCREEN_HEIGHT / 2;
|
|
|
|
var camera, scene, renderer,
|
|
birds, bird;
|
|
|
|
var boid, boids;
|
|
|
|
var stats;
|
|
|
|
init();
|
|
animate();
|
|
|
|
function init() {
|
|
|
|
camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
|
|
camera.position.z = 450;
|
|
|
|
scene = new THREE.Scene();
|
|
|
|
birds = [];
|
|
boids = [];
|
|
|
|
for ( var i = 0; i < 200; i ++ ) {
|
|
|
|
boid = boids[ i ] = new Boid();
|
|
boid.position.x = Math.random() * 400 - 200;
|
|
boid.position.y = Math.random() * 400 - 200;
|
|
boid.position.z = Math.random() * 400 - 200;
|
|
boid.velocity.x = Math.random() * 2 - 1;
|
|
boid.velocity.y = Math.random() * 2 - 1;
|
|
boid.velocity.z = Math.random() * 2 - 1;
|
|
boid.setAvoidWalls( true );
|
|
boid.setWorldSize( 500, 500, 400 );
|
|
|
|
bird = birds[ i ] = new THREE.Mesh( new Bird(), new THREE.MeshBasicMaterial( { color:Math.random() * 0xffffff, side: THREE.DoubleSide } ) );
|
|
bird.phase = Math.floor( Math.random() * 62.83 );
|
|
scene.add( bird );
|
|
|
|
|
|
}
|
|
|
|
renderer = new THREE.CanvasRenderer();
|
|
renderer.setClearColor( 0xffffff );
|
|
renderer.setPixelRatio( window.devicePixelRatio );
|
|
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
|
|
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
|
|
document.body.appendChild( renderer.domElement );
|
|
|
|
stats = new Stats();
|
|
stats.domElement.style.position = 'absolute';
|
|
stats.domElement.style.left = '0px';
|
|
stats.domElement.style.top = '0px';
|
|
|
|
document.getElementById( 'container' ).appendChild(stats.domElement);
|
|
|
|
//
|
|
|
|
window.addEventListener( 'resize', onWindowResize, false );
|
|
|
|
}
|
|
|
|
function onWindowResize() {
|
|
|
|
camera.aspect = window.innerWidth / window.innerHeight;
|
|
camera.updateProjectionMatrix();
|
|
|
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
}
|
|
|
|
function onDocumentMouseMove( event ) {
|
|
|
|
var vector = new THREE.Vector3( event.clientX - SCREEN_WIDTH_HALF, - event.clientY + SCREEN_HEIGHT_HALF, 0 );
|
|
|
|
for ( var i = 0, il = boids.length; i < il; i++ ) {
|
|
|
|
boid = boids[ i ];
|
|
|
|
vector.z = boid.position.z;
|
|
|
|
boid.repulse( vector );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function animate() {
|
|
|
|
requestAnimationFrame( animate );
|
|
|
|
render();
|
|
stats.update();
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
for ( var i = 0, il = birds.length; i < il; i++ ) {
|
|
|
|
boid = boids[ i ];
|
|
boid.run( boids );
|
|
|
|
bird = birds[ i ];
|
|
bird.position.copy( boids[ i ].position );
|
|
|
|
color = bird.material.color;
|
|
color.r = color.g = color.b = ( 500 - bird.position.z ) / 1000;
|
|
|
|
bird.rotation.y = Math.atan2( - boid.velocity.z, boid.velocity.x );
|
|
bird.rotation.z = Math.asin( boid.velocity.y / boid.velocity.length() );
|
|
|
|
bird.phase = ( bird.phase + ( Math.max( 0, bird.rotation.z ) + 0.1 ) ) % 62.83;
|
|
bird.geometry.vertices[ 5 ].y = bird.geometry.vertices[ 4 ].y = Math.sin( bird.phase ) * 5;
|
|
|
|
}
|
|
|
|
renderer.render( scene, camera );
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
</body>
|
|
</html>
|