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ortho.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>MathBox - Ortho</title>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/three@0.137.0/build/three.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/three@0.137.0/examples/js/controls/OrbitControls.js"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/three@0.137.0/examples/js/controls/TrackballControls.js"
></script>
<!--
- a minified version mathbox.min.js is also available;
- recommend using a specific version (not @latest) in public sites
-->
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/mathbox@latest/build/bundle/mathbox.js"
></script>
<link
rel="stylesheet"
href="https://cdn.jsdelivr.net/npm/mathbox@latest/build/mathbox.css"
/>
<meta name="viewport" content="initial-scale=1, maximum-scale=1" />
</head>
<body>
<!--
Recreation of https://twitter.com/beesandbombs/status/654702843723563009
-->
<script type="application/glsl" id="rotateX">
uniform float seek;
float ease(float t) {
t = clamp(t, 0.0, 1.0);
return (3.0 - 2.0 * t) * t * t;
}
vec4 rotateX(vec4 xyzw, inout vec4 stpq) {
float theta = ease(xyzw.x * .25 + seek) * 1.570796;
float s = sin(theta);
float c = cos(theta);
mat2 m2 = mat2(c, s, -s, c);
return vec4(xyzw.x, m2 * xyzw.yz, xyzw.w);
}
</script>
<script type="application/glsl" id="rotateY">
uniform float seek;
float ease(float t) {
t = clamp(t, 0.0, 1.0);
return (3.0 - 2.0 * t) * t * t;
}
vec4 rotateY(vec4 xyzw, inout vec4 stpq) {
float theta = ease(xyzw.y * .25 + seek) * 1.570796;
float s = sin(theta);
float c = cos(theta);
mat2 m2 = mat2(c, s, -s, c);
vec2 zx = m2 * xyzw.zx;
return vec4(zx.t, xyzw.y, zx.s, xyzw.w);
}
</script>
<script type="application/glsl" id="rotateZ">
uniform float seek;
float ease(float t) {
t = clamp(t, 0.0, 1.0);
return (3.0 - 2.0 * t) * t * t;
}
vec4 rotateZ(vec4 xyzw, inout vec4 stpq) {
float theta = ease(xyzw.z * .25 + seek) * 1.570796;
float s = sin(theta);
float c = cos(theta);
mat2 m2 = mat2(c, s, -s, c);
return vec4((m2 * xyzw.yx).yx, xyzw.zw);
}
</script>
<script>
var ortho = 10000;
var mathbox = MathBox.mathBox({
plugins: ["core", "controls", "cursor", "mathbox"],
controls: {
// Orbit controls, i.e. Euler angles, with gimbal lock
klass: THREE.OrbitControls,
// Trackball controls, i.e. Free quaternion rotation
//klass: THREE.TrackballControls,
},
camera: {
fov: (Math.atan(1 / ortho) * 360) / MathBox.π,
near: ortho / 4,
far: ortho * 4,
},
});
if (mathbox.fallback) throw "WebGL not supported";
var pink = new THREE.Color(187 / 255, 110 / 255, 185 / 255);
var three = mathbox.three;
three.renderer.setClearColor(pink, 1.0);
// Place camera
var camera = mathbox
.set({
focus: ortho,
scale: 720,
})
.camera({
proxy: true,
position: [ortho, ortho, ortho],
});
// Sample volume
var volume = mathbox.volume({
width: 17,
height: 17,
depth: 17,
});
var xf = mathbox;
// Rotate Z axis
xf = xf
.shader({
code: "#rotateZ",
})
.play({
to: 3,
pace: 2,
delay: 4,
loop: true,
ease: "linear",
script: {
0: { props: { seek: -0.5 } },
1: { props: { seek: 1.5 } },
1.00001: { props: { seek: -0.5 } },
},
})
.vertex();
// Rotate Y axis
xf = xf
.shader({
code: "#rotateY",
})
.play({
to: 3,
delay: 2,
pace: 2,
loop: true,
ease: "linear",
script: {
0: { props: { seek: -0.5 } },
1: { props: { seek: 1.5 } },
1.00001: { props: { seek: -0.5 } },
},
})
.vertex();
// Rotate X axis
xf = xf
.shader({
code: "#rotateX",
})
.play({
to: 3,
delay: 0,
pace: 2,
loop: true,
ease: "linear",
script: {
0: { props: { seek: -0.5 } },
1: { props: { seek: 1.5 } },
1.00001: { props: { seek: -0.5 } },
},
})
.vertex();
// Render lines
xf.group()
.resample({ shader: null, height: 9, depth: 9 })
.line({ color: "#fff", width: 4 });
xf.group()
.transpose({ order: "yzxw" })
.resample({ shader: null, height: 9, depth: 9 })
.line({ color: "#fff", width: 4 });
xf.group()
.transpose({ order: "zxyw" })
.resample({ shader: null, height: 9, depth: 9 })
.line({ color: "#fff", width: 4 });
</script>
</body>
</html>