Created
January 31, 2021 21:57
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string diagram scene
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import { MeshBuilder } from "@babylonjs/core"; | |
import { ArcRotateCamera } from "@babylonjs/core/Cameras/arcRotateCamera"; | |
import { Engine } from "@babylonjs/core/Engines/engine"; | |
import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight"; | |
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial"; | |
import { Color3, Color4 } from "@babylonjs/core/Maths/math"; | |
import { Vector3 } from "@babylonjs/core/Maths/math.vector"; | |
import { RibbonBuilder } from "@babylonjs/core/Meshes/Builders/ribbonBuilder"; | |
import { Mesh } from "@babylonjs/core/Meshes/mesh"; | |
import { TransformNode } from "@babylonjs/core/Meshes/transformNode"; | |
import { Scene } from "@babylonjs/core/scene"; | |
import { CreateSceneClass } from "../createScene"; | |
export class DefaultSceneWithTexture implements CreateSceneClass { | |
createScene = async ( | |
engine: Engine, | |
canvas: HTMLCanvasElement | |
): Promise<Scene> => { | |
const scene = new Scene(engine); | |
const camera = new ArcRotateCamera( | |
"my first camera", | |
0, | |
Math.PI / 3, | |
10, | |
new Vector3(0, 0, 0), | |
scene | |
); | |
camera.inertia = 0; | |
camera.angularSensibilityX = 250; | |
camera.angularSensibilityY = 250; | |
camera.setTarget(Vector3.Zero()); | |
camera.attachControl(canvas, true); | |
const light = new HemisphericLight("light", new Vector3(0, 1, 0), scene); | |
light.intensity = 0.7; | |
const mat = new StandardMaterial("mat", scene); | |
mat.diffuseColor = new Color3(0.8, 0.9, 1); | |
mat.alpha = 0.3; | |
const mat2 = new StandardMaterial("mat", scene); | |
mat2.diffuseColor = new Color3(1, 0.9, 0.8); | |
mat2.alpha = 1; | |
const CUBESIZE = 10; | |
const SUBDIV = 20; | |
const rowpath = (p: number) => { | |
const path = []; | |
for (let i = 0; i <= SUBDIV; i++) { | |
const ps = p / SUBDIV; | |
const is = i / SUBDIV; | |
const z = 0.5 * Math.sin(1 + 2 * Math.PI * ps) | |
+ 0.25 * Math.sin(3 * Math.PI * is) | |
+ 0.6 * Math.sin(1.2 * Math.PI * is + 3.4 * Math.PI * ps); | |
path.push(new Vector3(CUBESIZE * (ps - 1 / 2), z, CUBESIZE * (is - 1 / 2))); | |
} | |
return path; | |
}; | |
const arrayOfPaths = []; | |
for (let p = 0; p <= SUBDIV; p++) { | |
arrayOfPaths[p] = rowpath(p); | |
} | |
const g = new TransformNode('g'); | |
g.scaling = new Vector3(0.3, 0.3, 0.3); | |
g.rotation = new Vector3(0, Math.PI / 6, -Math.PI / 8); | |
scene.clearColor = new Color4(1, 1, 1, 1); | |
const vecs = [[1, 0, 0], [0, 1, 0], [0, -1, 0], [0, 0, 0], [2, 0, 0]]; | |
vecs.forEach((v, i) => { | |
const plane = MeshBuilder.CreatePlane(`plane${i}`, { height: CUBESIZE, width: CUBESIZE, sideOrientation: Mesh.DOUBLESIDE }, scene); | |
plane.position = new Vector3(0, 0, CUBESIZE / 2); | |
const gi = new TransformNode('g' + i); | |
gi.rotation = new Vector3(v[0] * Math.PI / 2, v[1] * Math.PI / 2, 0); | |
gi.parent = g; | |
plane.parent = gi; | |
plane.material = mat; | |
}); | |
const rib = RibbonBuilder.CreateRibbon('ribbon', { pathArray: arrayOfPaths, sideOrientation: Mesh.DOUBLESIDE }); | |
rib.material = mat2; | |
rib.parent = g; | |
return scene; | |
}; | |
} | |
export default new DefaultSceneWithTexture(); |
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