// Port of Three.js example:
// https://threejs.org/examples/webgl_lines_colors.html
// https://github.com/mrdoob/three.js/blob/master/examples/webgl_lines_colors.html
// https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/GeometryUtils.js
// http://en.wikipedia.org/wiki/Hilbert_curve
// credit Thomas Diewald
// http://www.openprocessing.org/visuals/?visualID=15599
// load CSS from file (do everything from JS)
AB.loadCSS ( '/uploads/threeport/main.css' );
// path edits:
import * as THREE from '/api/threemodule/libs/three.module.js';
import * as GeometryUtils from '/uploads/threeport/GeometryUtils.js'; // this itself needed a path edit
// no more changes:
let mouseX = 0, mouseY = 0;
let windowHalfX = window.innerWidth / 2;
let windowHalfY = window.innerHeight / 2;
let camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
const hilbertPoints = GeometryUtils.hilbert3D( new THREE.Vector3( 0, 0, 0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 );
const geometry1 = new THREE.BufferGeometry();
const geometry2 = new THREE.BufferGeometry();
const geometry3 = new THREE.BufferGeometry();
const subdivisions = 6;
let vertices = [];
let colors1 = [];
let colors2 = [];
let colors3 = [];
const point = new THREE.Vector3();
const color = new THREE.Color();
const spline = new THREE.CatmullRomCurve3( hilbertPoints );
for ( let i = 0; i < hilbertPoints.length * subdivisions; i ++ ) {
const t = i / ( hilbertPoints.length * subdivisions );
spline.getPoint( t, point );
vertices.push( point.x, point.y, point.z );
color.setHSL( 0.6, 1.0, Math.max( 0, - point.x / 200 ) + 0.5 );
colors1.push( color.r, color.g, color.b );
color.setHSL( 0.9, 1.0, Math.max( 0, - point.y / 200 ) + 0.5 );
colors2.push( color.r, color.g, color.b );
color.setHSL( i / ( hilbertPoints.length * subdivisions ), 1.0, 0.5 );
colors3.push( color.r, color.g, color.b );
}
geometry1.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry2.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry3.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry1.setAttribute( 'color', new THREE.Float32BufferAttribute( colors1, 3 ) );
geometry2.setAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
geometry3.setAttribute( 'color', new THREE.Float32BufferAttribute( colors3, 3 ) );
//
const geometry4 = new THREE.BufferGeometry();
const geometry5 = new THREE.BufferGeometry();
const geometry6 = new THREE.BufferGeometry();
vertices = [];
colors1 = [];
colors2 = [];
colors3 = [];
for ( let i = 0; i < hilbertPoints.length; i ++ ) {
const point = hilbertPoints[ i ];
vertices.push( point.x, point.y, point.z );
color.setHSL( 0.6, 1.0, Math.max( 0, ( 200 - hilbertPoints[ i ].x ) / 400 ) * 0.5 + 0.5 );
colors1.push( color.r, color.g, color.b );
color.setHSL( 0.3, 1.0, Math.max( 0, ( 200 + hilbertPoints[ i ].x ) / 400 ) * 0.5 );
colors2.push( color.r, color.g, color.b );
color.setHSL( i / hilbertPoints.length, 1.0, 0.5 );
colors3.push( color.r, color.g, color.b );
}
geometry4.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry5.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry6.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry4.setAttribute( 'color', new THREE.Float32BufferAttribute( colors1, 3 ) );
geometry5.setAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
geometry6.setAttribute( 'color', new THREE.Float32BufferAttribute( colors3, 3 ) );
// Create lines and add to scene
var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: true } );
let line, p;
const scale = 0.3, d = 225;
const parameters = [
[ material, scale * 1.5, [ - d, - d / 2, 0 ], geometry1 ],
[ material, scale * 1.5, [ 0, - d / 2, 0 ], geometry2 ],
[ material, scale * 1.5, [ d, - d / 2, 0 ], geometry3 ],
[ material, scale * 1.5, [ - d, d / 2, 0 ], geometry4 ],
[ material, scale * 1.5, [ 0, d / 2, 0 ], geometry5 ],
[ material, scale * 1.5, [ d, d / 2, 0 ], geometry6 ],
];
for ( let i = 0; i < parameters.length; i ++ ) {
p = parameters[ i ];
line = new THREE.Line( p[ 3 ], p[ 0 ] );
line.scale.x = line.scale.y = line.scale.z = p[ 1 ];
line.position.x = p[ 2 ][ 0 ];
line.position.y = p[ 2 ][ 1 ];
line.position.z = p[ 2 ][ 2 ];
scene.add( line );
}
//
document.body.style.touchAction = 'none';
document.body.addEventListener( 'pointermove', onPointerMove );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function onPointerMove( event ) {
if ( event.isPrimary === false ) return;
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( - mouseY + 200 - camera.position.y ) * 0.05;
camera.lookAt( scene.position );
const time = Date.now() * 0.0005;
for ( let i = 0; i < scene.children.length; i ++ ) {
const object = scene.children[ i ];
if ( object.isLine ) {
object.rotation.y = time * ( i % 2 ? 1 : - 1 );
}
}
renderer.render( scene, camera );
}