1 | #### three.js Experiments
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2 |
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3 | [threejs](https://threejs.org) is a JS library that is much more fine-grained than [p5.js](https://p5js.org). I thought I'd try it out. I suspect that older machines without WebGL capability will have trouble with some of the [examples](https://threejs.org/examples/).
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4 |
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5 | This example is adapted from [WebGL Interactive Cubes](https://threejs.org/examples/#webgl_interactive_cubes), although I'm still having difficulty with getting the mouseover to work properly due to coordinate system issues when the window is scrolled or resized. I eventually need to detect the coordinate system change and recalibrate the mouseover.
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6 |
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7 | ```javascript/playable
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8 | var container = this.div;
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9 | container.style.margin = 'auto';
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10 | container.style.width = '250px';
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11 | container.style.height = '250px';
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12 | var bounds = container.getBoundingClientRect();
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13 |
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14 | var camera, scene, raycaster, renderer;
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15 |
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16 | var mouse = new THREE.Vector2(), INTERSECTED;
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17 | var radius = 100, theta = 0;
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18 |
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19 | init();
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20 | animate();
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21 |
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22 | function init() {
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23 |
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24 | camera = new THREE.PerspectiveCamera( 70, container.clientWidth / container.clientHeight, 1, 10000 );
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25 |
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26 | scene = new THREE.Scene();
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27 |
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28 | var light = new THREE.DirectionalLight( 0xffffff, 1 );
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29 | light.position.set( 1, 1, 1 ).normalize();
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30 | scene.add( light );
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31 |
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32 | var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
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33 |
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34 | for ( var i = 0; i < 2000; i ++ ) {
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35 |
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36 | var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
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37 |
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38 | object.position.x = Math.random() * 800 - 400;
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39 | object.position.y = Math.random() * 800 - 400;
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40 | object.position.z = Math.random() * 800 - 400;
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41 |
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42 | object.rotation.x = Math.random() * 2 * Math.PI;
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43 | object.rotation.y = Math.random() * 2 * Math.PI;
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44 | object.rotation.z = Math.random() * 2 * Math.PI;
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45 |
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46 | object.scale.x = Math.random() + 0.5;
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47 | object.scale.y = Math.random() + 0.5;
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48 | object.scale.z = Math.random() + 0.5;
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49 |
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50 | scene.add( object );
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51 |
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52 | }
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53 |
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54 | raycaster = new THREE.Raycaster();
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55 |
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56 | renderer = new THREE.WebGLRenderer();
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57 | renderer.setClearColor( 0xf0f0f0 );
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58 | renderer.setPixelRatio( window.devicePixelRatio );
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59 | renderer.setSize( container.clientWidth, container.clientHeight );
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60 | renderer.sortObjects = false;
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61 | container.appendChild(renderer.domElement);
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62 |
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63 |
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64 | document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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65 | }
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66 |
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67 |
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68 | function onDocumentMouseMove( event ) {
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69 | event.preventDefault();
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70 | mouse.x = ( (event.clientX - bounds.left) / container.clientWidth ) * 2 - 1;
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71 | mouse.y = - ( (event.clientY - bounds.top) / container.clientHeight ) * 2 + 1;
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72 | }
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73 |
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74 | function animate() {
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75 | requestAnimationFrame( animate );
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76 | render();
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77 | }
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78 |
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79 | function render() {
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80 |
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81 | theta += 0.1;
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82 |
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83 | camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
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84 | camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
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85 | camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
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86 | camera.lookAt( scene.position );
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87 |
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88 | camera.updateMatrixWorld();
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89 |
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90 | // find intersections
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91 |
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92 | raycaster.setFromCamera( mouse, camera );
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93 |
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94 | var intersects = raycaster.intersectObjects( scene.children );
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95 |
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96 | if ( intersects.length > 0 ) {
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97 |
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98 | if ( INTERSECTED != intersects[ 0 ].object ) {
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99 |
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100 | if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
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101 |
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102 | INTERSECTED = intersects[ 0 ].object;
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103 | INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
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104 | INTERSECTED.material.emissive.setHex( 0xff0000 );
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105 |
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106 | }
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107 |
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108 | }
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109 | else {
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110 | if (INTERSECTED) {
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111 | INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
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112 | }
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113 |
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114 | INTERSECTED = null;
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115 | }
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116 | renderer.render( scene, camera );
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117 | }
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118 | ```
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119 |
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120 |
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121 | ### TopoJSON and ThreeJS
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122 |
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123 | From https://bl.ocks.org/mbostock/2b85250396c17a79155302f91ec21224
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124 |
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125 | ```javascript/playable
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126 | var width = 480,
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127 | height = 480,
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128 | radius = 114,
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129 | mesh,
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130 | graticule,
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131 | scene = new THREE.Scene,
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132 | camera = new THREE.PerspectiveCamera(70, width / height, 1, 1000),
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133 | renderer = new THREE.WebGLRenderer({alpha: true});
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134 |
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135 | camera.position.z = 200;
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136 | renderer.setPixelRatio(window.devicePixelRatio);
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137 | renderer.setSize(width, height);
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138 | this.div.appendChild(renderer.domElement);
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139 |
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140 | d3.json("https://unpkg.com/world-atlas@1/world/50m.json", function(error, topology) {
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141 | if (error) throw error;
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142 | scene.add(graticule = wireframe(graticule10(), new THREE.LineBasicMaterial({color: 0xaaaaaa})));
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143 | scene.add(mesh = wireframe(topojson.mesh(topology, topology.objects.land), new THREE.LineBasicMaterial({color: 0xff0000})));
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144 | d3.timer(function(t) {
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145 | graticule.rotation.x = mesh.rotation.x = Math.sin(t / 11000) * Math.PI / 3 - Math.PI / 2;
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146 | graticule.rotation.z = mesh.rotation.z = t / 10000;
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147 | renderer.render(scene, camera);
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148 | });
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149 | });
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150 |
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151 | // Converts a point [longitude, latitude] in degrees to a THREE.Vector3.
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152 | function vertex(point) {
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153 | var lambda = point[0] * Math.PI / 180,
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154 | phi = point[1] * Math.PI / 180,
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155 | cosPhi = Math.cos(phi);
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156 | return new THREE.Vector3(
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157 | radius * cosPhi * Math.cos(lambda),
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158 | radius * cosPhi * Math.sin(lambda),
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159 | radius * Math.sin(phi)
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160 | );
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161 | }
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162 |
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163 | // Converts a GeoJSON MultiLineString in spherical coordinates to a THREE.LineSegments.
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164 | function wireframe(multilinestring, material) {
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165 | var geometry = new THREE.Geometry;
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166 | multilinestring.coordinates.forEach(function(line) {
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167 | d3.pairs(line.map(vertex), function(a, b) {
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168 | geometry.vertices.push(a, b);
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169 | });
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170 | });
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171 | return new THREE.LineSegments(geometry, material);
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172 | }
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173 |
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174 | // See https://github.com/d3/d3-geo/issues/95
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175 | function graticule10() {
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176 | var epsilon = 1e-6,
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177 | x1 = 180, x0 = -x1, y1 = 80, y0 = -y1, dx = 10, dy = 10,
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178 | X1 = 180, X0 = -X1, Y1 = 90, Y0 = -Y1, DX = 90, DY = 360,
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179 | x = graticuleX(y0, y1, 2.5), y = graticuleY(x0, x1, 2.5),
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180 | X = graticuleX(Y0, Y1, 2.5), Y = graticuleY(X0, X1, 2.5);
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181 |
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182 | function graticuleX(y0, y1, dy) {
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183 | var y = d3.range(y0, y1 - epsilon, dy).concat(y1);
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184 | return function(x) { return y.map(function(y) { return [x, y]; }); };
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185 | }
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186 |
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187 | function graticuleY(x0, x1, dx) {
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188 | var x = d3.range(x0, x1 - epsilon, dx).concat(x1);
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189 | return function(y) { return x.map(function(x) { return [x, y]; }); };
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190 | }
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191 |
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192 | return {
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193 | type: "MultiLineString",
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194 | coordinates: d3.range(Math.ceil(X0 / DX) * DX, X1, DX).map(X)
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195 | .concat(d3.range(Math.ceil(Y0 / DY) * DY, Y1, DY).map(Y))
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196 | .concat(d3.range(Math.ceil(x0 / dx) * dx, x1, dx).filter(function(x) { return Math.abs(x % DX) > epsilon; }).map(x))
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197 | .concat(d3.range(Math.ceil(y0 / dy) * dy, y1 + epsilon, dy).filter(function(y) { return Math.abs(y % DY) > epsilon; }).map(y))
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198 | };
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199 | }
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200 | ```
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201 |
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202 | ---
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203 |
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204 | [Back to Home](:@Home)
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205 |
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