smartdown
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A library for translating, rendering and interacting with Smartdown documents. Smartdown is an extension of Markdown that provides richer media support and reactive programming capability.
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Markdown
//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/).
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.
```javascript/playable
var container = this.div;
container.style.margin = 'auto';
container.style.width = '250px';
container.style.height = '250px';
var bounds = container.getBoundingClientRect();
var camera, scene, raycaster, renderer;
var mouse = new THREE.Vector2(), INTERSECTED;
var radius = 100, theta = 0;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, container.clientWidth / container.clientHeight, 1, 10000 );
scene = new THREE.Scene();
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
for ( var i = 0; i < 2000; i ++ ) {
var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.x = Math.random() + 0.5;
object.scale.y = Math.random() + 0.5;
object.scale.z = Math.random() + 0.5;
scene.add( object );
}
raycaster = new THREE.Raycaster();
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( container.clientWidth, container.clientHeight );
renderer.sortObjects = false;
container.appendChild(renderer.domElement);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( (event.clientX - bounds.left) / container.clientWidth ) * 2 - 1;
mouse.y = - ( (event.clientY - bounds.top) / container.clientHeight ) * 2 + 1;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
theta += 0.1;
camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
camera.lookAt( scene.position );
camera.updateMatrixWorld();
// find intersections
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex( 0xff0000 );
}
}
else {
if (INTERSECTED) {
INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
}
INTERSECTED = null;
}
renderer.render( scene, camera );
}
```
From https://bl.ocks.org/mbostock/2b85250396c17a79155302f91ec21224
```javascript/playable
var width = 480,
height = 480,
radius = 114,
mesh,
graticule,
scene = new THREE.Scene,
camera = new THREE.PerspectiveCamera(70, width / height, 1, 1000),
renderer = new THREE.WebGLRenderer({alpha: true});
camera.position.z = 200;
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
this.div.appendChild(renderer.domElement);
d3.json("https://unpkg.com/world-atlas@1/world/50m.json", function(error, topology) {
if (error) throw error;
scene.add(graticule = wireframe(graticule10(), new THREE.LineBasicMaterial({color: 0xaaaaaa})));
scene.add(mesh = wireframe(topojson.mesh(topology, topology.objects.land), new THREE.LineBasicMaterial({color: 0xff0000})));
d3.timer(function(t) {
graticule.rotation.x = mesh.rotation.x = Math.sin(t / 11000) * Math.PI / 3 - Math.PI / 2;
graticule.rotation.z = mesh.rotation.z = t / 10000;
renderer.render(scene, camera);
});
});
// Converts a point [longitude, latitude] in degrees to a THREE.Vector3.
function vertex(point) {
var lambda = point[0] * Math.PI / 180,
phi = point[1] * Math.PI / 180,
cosPhi = Math.cos(phi);
return new THREE.Vector3(
radius * cosPhi * Math.cos(lambda),
radius * cosPhi * Math.sin(lambda),
radius * Math.sin(phi)
);
}
// Converts a GeoJSON MultiLineString in spherical coordinates to a THREE.LineSegments.
function wireframe(multilinestring, material) {
var geometry = new THREE.Geometry;
multilinestring.coordinates.forEach(function(line) {
d3.pairs(line.map(vertex), function(a, b) {
geometry.vertices.push(a, b);
});
});
return new THREE.LineSegments(geometry, material);
}
// See https://github.com/d3/d3-geo/issues/95
function graticule10() {
var epsilon = 1e-6,
x1 = 180, x0 = -x1, y1 = 80, y0 = -y1, dx = 10, dy = 10,
X1 = 180, X0 = -X1, Y1 = 90, Y0 = -Y1, DX = 90, DY = 360,
x = graticuleX(y0, y1, 2.5), y = graticuleY(x0, x1, 2.5),
X = graticuleX(Y0, Y1, 2.5), Y = graticuleY(X0, X1, 2.5);
function graticuleX(y0, y1, dy) {
var y = d3.range(y0, y1 - epsilon, dy).concat(y1);
return function(x) { return y.map(function(y) { return [x, y]; }); };
}
function graticuleY(x0, x1, dx) {
var x = d3.range(x0, x1 - epsilon, dx).concat(x1);
return function(y) { return x.map(function(x) { return [x, y]; }); };
}
return {
type: "MultiLineString",
coordinates: d3.range(Math.ceil(X0 / DX) * DX, X1, DX).map(X)
.concat(d3.range(Math.ceil(Y0 / DY) * DY, Y1, DY).map(Y))
.concat(d3.range(Math.ceil(x0 / dx) * dx, x1, dx).filter(function(x) { return Math.abs(x % DX) > epsilon; }).map(x))
.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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