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Vortex
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{ | |
"uuid": "63f58921-22c6-4309-9802-b6d841255ec9", | |
"description": "Vortex", | |
"dependencies": { | |
"davinci-visual": "1.6.0", | |
"davinci-eight": "latest" | |
}, | |
"operatorOverloading": true | |
} |
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<!doctype html> | |
<html> | |
<head> | |
<style> | |
/* STYLE-MARKER */ | |
</style> | |
<!-- SCRIPTS-MARKER --> | |
</head> | |
<body> | |
<canvas id='canvasId' style='width:100px; height:400px;'></canvas> | |
<script> | |
// CODE-MARKER | |
</script> | |
</body> | |
</html> |
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/** | |
* The unit vector in the x-direction. | |
*/ | |
var e1 = blade.vectorE3(1, 0, 0); | |
/** | |
* The unit vector in the y-direction. | |
*/ | |
var e2 = blade.vectorE3(0, 1, 0); | |
/** | |
* The unit vector in the z-direction. | |
*/ | |
var e3 = blade.vectorE3(0, 0, 1); | |
/** | |
* Computes the exponential function for a bivector argument. | |
* @param x The argument to the exponential function, a bivector is expected. | |
*/ | |
function exp(x: blade.Euclidean3): blade.Euclidean3 { | |
// Really? norm yields a Euclidean3? | |
// We now have to extract the scalar component to calculate cos, sin. | |
// Of course, we could have universal functions instead. | |
var angle = x.norm().w; | |
/** | |
* A unit bivector representing the generator of the rotation. | |
*/ | |
var B = x / angle; | |
return Math.cos(angle) + B * Math.sin(angle); | |
} | |
console.log("visual.VERSION: " + visual.VERSION + "\n"); | |
var viz = new visual.WebGLCanvas(window, 'canvasId'); | |
viz.width = 600; | |
viz.height = 400; | |
var pointLight1= new THREE.PointLight(0xFFFFFF); | |
pointLight1.position.set(0, -10, 0); | |
viz.scene.add(pointLight1); | |
var pointLight2 = new THREE.PointLight(0xFFFFFF); | |
pointLight2.position.set(0, 10, 0); | |
viz.scene.add(pointLight2); | |
//var title = new createjs.Text("Visualizing Geometric Algebra with WebGL", "24px Helvetica", "white"); | |
//title.x = 100; title.y = 60; | |
//viz.stage.addChild(title); | |
//var help = new createjs.Text("Hit Esc key to exit. Mouse to Rotate, Zoom, and Pan.", "20px Helvetica", "white"); | |
//help.x = 140; help.y = 100; | |
//viz.stage.addChild(help); | |
var box1 = new visual.Box({height: 0.02, color: 0x00FF00}); | |
box1.pos = -2 * e2 / 5; | |
viz.scene.add(box1); | |
var arrow = new visual.Arrow({color: 0xFFFF00}); | |
viz.scene.add(arrow); | |
var box2 = new visual.Box({width:0.2, height:0.4, depth:0.6, color:0xFF0000, opacity:0.25}); | |
viz.scene.add(box2); | |
box2.position.set(0.6,-0.6,0.6); | |
var vortex = new visual.Vortex({radius:0.8,radiusCone:0.07,color:0x00FFFF}); | |
viz.scene.add(vortex) | |
var box3 = new visual.Box({width:2, height:2, depth:0.02, color:0x0000FF, opacity:0.25, transparent:true}); | |
viz.scene.add(box3); | |
var ball = new visual.Sphere({radius:0.2, color:0x0000FF}); | |
viz.scene.add(ball); | |
/** | |
* The frequency of the rotation. | |
*/ | |
var frequency = 1/10; | |
/** | |
* The angular velocity, represented as a bivector. | |
*/ | |
var omega = 2 * Math.PI * frequency * e3 ^ e1; | |
function setUp() { | |
viz.setUp(); | |
viz.camera.position.set(2,2,2); | |
viz.camera.lookAt(new THREE.Vector3(0,0,0)); | |
console.log(viz.camera.position) | |
} | |
/** | |
* Called repeatedly by the animation runner. | |
*/ | |
function tick(time: number) { | |
var theta = omega * time; | |
var R = exp(-theta/2); | |
ball.pos = R * e3 * ~R; | |
arrow.attitude = R; | |
box2.attitude = R; | |
box3.attitude = R; | |
vortex.attitude = R; | |
viz.update(); | |
} | |
function terminate(time: number) { return false; } | |
function tearDown(e: Error) { viz.tearDown(); } | |
setUp(); | |
EIGHT.animation(tick).start(); |
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body { margin: 0; } | |
canvas { width: 100%; height: 100% } |
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