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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>MathBox - Tiling</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>
<script>
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,
},
});
if (mathbox.fallback) throw "WebGL not supported";
var three = mathbox.three;
three.renderer.setClearColor(new THREE.Color(0xffffff), 1.0);
// Place camera
var camera = mathbox.camera({
proxy: true,
position: [5, 9, 30],
});
// Approximate recreation of
// https://twitter.com/shonk/status/645737325339652096
// Colors
var colors = [
[130 / 255, 208 / 255, 128 / 255],
[95 / 255, 197 / 255, 137 / 255],
[45 / 255, 164 / 255, 147 / 255],
[10 / 255, 111 / 255, 147 / 255],
[28 / 255, 143 / 255, 151 / 255],
[71 / 255, 183 / 255, 144 / 255],
];
// Offsets
var offsets = [
[
[2, 1.731],
[0.5, 0],
],
[
[3, 2.599],
[0.5, 0],
],
[
[2.25, 1.731],
[0.666, -0.25],
],
];
// Tile face
var tiles = [
[
[0, 0],
[1, 0],
[1, 0],
[1, 0.577],
[0.5, 0.866],
],
[
[0, 0],
[1, 0],
[2, 0],
[1.5, 0.866],
[0.5, 0.866],
],
[
[0, 0],
[1, 0],
[1.25, 0.433],
[1, 0.866],
[0.5, 0.866],
],
];
// Face
mathbox
.array({
channels: 2,
items: 5,
})
.play({
pace: 5,
loop: true,
to: 3,
script: [
{ props: { data: [tiles[0]] } },
{ props: { data: [tiles[1]] } },
{ props: { data: [tiles[2]] } },
{ props: { data: [tiles[0]] } },
],
})
.repeat({
width: 30,
height: 30,
})
.shader({
code: [
"uniform vec2 tileStep;",
"uniform vec2 tileShift;",
"const vec2 dataScale = vec2(29.0, 29.0);",
"vec4 getPosition(vec4 xyzw, inout vec4 stpq) {",
" vec2 ij = (stpq.st - .5) * dataScale;",
" vec2 offset = vec2(ij.x + tileShift.x * ij.y,",
" ij.y + tileShift.y * ij.x) * tileStep;",
" return xyzw + vec4(offset, (ij.x + ij.y) * 0.01, 0.0);",
"}",
].join("\n"),
})
.play({
pace: 5,
loop: true,
to: 3,
script: [
{ props: { tileStep: offsets[0][0], tileShift: offsets[0][1] } },
{ props: { tileStep: offsets[1][0], tileShift: offsets[1][1] } },
{ props: { tileStep: offsets[2][0], tileShift: offsets[2][1] } },
{ props: { tileStep: offsets[0][0], tileShift: offsets[0][1] } },
],
})
.vertex()
.transform({
rotation: [0, 0, (0 * MathBox.τ) / 6],
})
.face({
color: colors[0],
})
.end()
.transform({
rotation: [0, 0, (1 * MathBox.τ) / 6],
})
.face({
color: colors[1],
})
.end()
.transform({
rotation: [0, 0, (2 * MathBox.τ) / 6],
})
.face({
color: colors[2],
})
.end()
.transform({
rotation: [0, 0, (3 * MathBox.τ) / 6],
})
.face({
color: colors[3],
})
.end()
.transform({
rotation: [0, 0, (4 * MathBox.τ) / 6],
})
.face({
color: colors[4],
})
.end()
.transform({
rotation: [0, 0, (5 * MathBox.τ) / 6],
})
.face({
color: colors[5],
})
.end()
.end();
</script>
</body>
</html>