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mirror of https://github.com/pyscript/pyscript.git synced 2022-05-01 19:47:48 +03:00

more work on point

This commit is contained in:
Michael Verhulst
2022-04-20 21:36:33 -05:00
parent 518471bcbc
commit 6d1888dc3e
2 changed files with 325 additions and 0 deletions

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<!DOCTYPE html>
<html lang="en">
<head>
<title></title>
<link type="text/css" rel="stylesheet" href="/webgl/points/main.css">
<script type="text/javascript" src="/webgl/points/js/three.min.js" ></script>
</head>
<body>
<div id="container"></div>
<script defer src="/build/pyscript.js"></script>
<link rel="stylesheet" href="/build/pyscript.css" />
<script>
var group;
var container;
var particlesData = [];
var camera, scene, renderer, obc;
var positions, colors;
var particles;
var pointCloud;
var particlePositions;
var linesMesh;
var maxParticleCount = 1000;
var particleCount = 500;
var r = 800;
var rHalf = r / 2;
var effectController = {
showDots: true,
showLines: true,
minDistance: 150,
limitConnections: false,
maxConnections: 20,
particleCount: 500
};
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
camera.position.z = 1750;
//obc = new THREE.OrbitControls();
scene = new THREE.Scene();
group = new THREE.Group();
scene.add( group );
var helper = new THREE.BoxHelper( new THREE.Mesh( new THREE.BoxGeometry( r, r, r ) ) );
helper.material.color.setHex( 0x101010 );
helper.material.blending = THREE.AdditiveBlending;
helper.material.transparent = true;
group.add( helper );
var segments = maxParticleCount * maxParticleCount;
positions = new Float32Array( segments * 3 );
colors = new Float32Array( segments * 3 );
var pMaterial = new THREE.PointsMaterial( {
color: 0xFFFFFF,
size: 3,
blending: THREE.AdditiveBlending,
transparent: true,
sizeAttenuation: false
} );
particles = new THREE.BufferGeometry();
particlePositions = new Float32Array( maxParticleCount * 3 );
for ( let i = 0; i < maxParticleCount; i ++ ) {
var x = Math.random() * r - r / 2;
var y = Math.random() * r - r / 2;
var z = Math.random() * r - r / 2;
particlePositions[ i * 3 ] = x;
particlePositions[ i * 3 + 1 ] = y;
particlePositions[ i * 3 + 2 ] = z;
particlesData.push( {
velocity: new THREE.Vector3( - 1 + Math.random() * 2, - 1 + Math.random() * 2, - 1 + Math.random() * 2 ),
numConnections: 0
} );
}
particles.setDrawRange( 0, particleCount );
particles.setAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ).setUsage( THREE.DynamicDrawUsage ) );
pointCloud = new THREE.Points( particles, pMaterial );
group.add( pointCloud );
var geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).setUsage( THREE.DynamicDrawUsage ) );
geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).setUsage( THREE.DynamicDrawUsage ) );
geometry.computeBoundingSphere();
geometry.setDrawRange( 0, 0 );
var material = new THREE.LineBasicMaterial( {
vertexColors: true,
blending: THREE.AdditiveBlending,
transparent: true
} );
linesMesh = new THREE.LineSegments( geometry, material );
group.add( linesMesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
}
function animate() {
let vertexpos = 0;
let colorpos = 0;
let numConnected = 0;
for ( let i = 0; i < particleCount; i ++ )
particlesData[ i ].numConnections = 0;
for ( let i = 0; i < particleCount; i ++ ) {
var particleData = particlesData[ i ];
particlePositions[ i * 3 ] += particleData.velocity.x;
particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
if ( particlePositions[ i * 3 + 1 ] < - rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
particleData.velocity.y = - particleData.velocity.y;
if ( particlePositions[ i * 3 ] < - rHalf || particlePositions[ i * 3 ] > rHalf )
particleData.velocity.x = - particleData.velocity.x;
if ( particlePositions[ i * 3 + 2 ] < - rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
particleData.velocity.z = - particleData.velocity.z;
if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
continue;
for ( let j = i + 1; j < particleCount; j ++ ) {
var particleDataB = particlesData[ j ];
if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
continue;
var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
if ( dist < effectController.minDistance ) {
particleData.numConnections ++;
particleDataB.numConnections ++;
var alpha = 1.0 - dist / effectController.minDistance;
positions[ vertexpos ++ ] = particlePositions[ i * 3 ];
positions[ vertexpos ++ ] = particlePositions[ i * 3 + 1 ];
positions[ vertexpos ++ ] = particlePositions[ i * 3 + 2 ];
positions[ vertexpos ++ ] = particlePositions[ j * 3 ];
positions[ vertexpos ++ ] = particlePositions[ j * 3 + 1 ];
positions[ vertexpos ++ ] = particlePositions[ j * 3 + 2 ];
colors[ colorpos ++ ] = alpha;
colors[ colorpos ++ ] = alpha;
colors[ colorpos ++ ] = alpha;
colors[ colorpos ++ ] = alpha;
colors[ colorpos ++ ] = alpha;
colors[ colorpos ++ ] = alpha;
numConnected ++;
}
}
}
linesMesh.geometry.setDrawRange( 0, numConnected * 2 );
linesMesh.geometry.attributes.position.needsUpdate = true;
linesMesh.geometry.attributes.color.needsUpdate = true;
pointCloud.geometry.attributes.position.needsUpdate = true;
requestAnimationFrame( animate );
render();
}
function render() {
var time = Date.now() * 0.001;
group.rotation.y = time * 0.5;
renderer.render( scene, camera );
}
init();
animate();
</script>
<py-script>
from pyodide import create_proxy, to_js
from js import window
from js import Math
from js import THREE
from js import performance
from pyodide import to_js
from js import Object, Float32Array
</py-script>
</body>
</html>

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body {
margin: 0;
background-color: #000;
color: #fff;
font-family: Monospace;
font-size: 13px;
line-height: 24px;
overscroll-behavior: none;
}
a {
color: #ff0;
text-decoration: none;
}
a:hover {
text-decoration: underline;
}
button {
cursor: pointer;
text-transform: uppercase;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
box-sizing: border-box;
text-align: center;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
pointer-events: none;
z-index: 1; /* TODO Solve this in HTML */
}
a, button, input, select {
pointer-events: auto;
}
.lil-gui {
z-index: 2 !important; /* TODO Solve this in HTML */
}
@media all and ( max-width: 640px ) {
.lil-gui.root {
right: auto;
top: auto;
max-height: 50%;
max-width: 80%;
bottom: 0;
left: 0;
}
}
#overlay {
position: absolute;
font-size: 16px;
z-index: 2;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
flex-direction: column;
background: rgba(0,0,0,0.7);
}
#overlay button {
background: transparent;
border: 0;
border: 1px solid rgb(255, 255, 255);
border-radius: 4px;
color: #ffffff;
padding: 12px 18px;
text-transform: uppercase;
cursor: pointer;
}
#notSupported {
width: 50%;
margin: auto;
background-color: #f00;
margin-top: 20px;
padding: 10px;
}