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December 1, 2013 11:32
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three.jsで描くローレンツアトラクタ
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Lorenz system in javascript with three.js | |
練習がてらローレンツアトラクタをthree.jsを用いて書いてみた |
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body { | |
background-color: #151515; | |
margin: 0px; | |
overflow: visible; | |
} | |
#container { | |
text-align:center; | |
color:white; | |
} | |
#container a { | |
color:orange; | |
} |
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<script src="http://jsrun.it/assets/c/2/3/N/c23NM"></script> | |
<script src="http://jsrun.it/assets/v/r/x/V/vrxVQ"></script> | |
<script src="http://jsrun.it/assets/j/9/C/G/j9CGI"></script> | |
<div id="container"> | |
<a href="http://nyango.bitbucket.org/">home</a><br> | |
<a href="https://github.com/jamejammy/ParticleTest/tree/gh-pages">source</a><br> | |
It is a Lorenz system on webgl with three.js. | |
</div> |
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); | |
var container, stats; | |
var camera, scene, renderer; | |
var mesh; | |
init(); | |
animate(); | |
function init() { | |
container = document.getElementById( 'container' ); | |
// | |
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 5, 3500 ); | |
camera.position.z = 2250; | |
scene = new THREE.Scene(); | |
scene.fog = new THREE.Fog( 0x050505, 2000, 3500 ); | |
// | |
var particles = 500000; | |
var geometry = new THREE.BufferGeometry(); | |
geometry.addAttribute( 'position', Float32Array, particles, 3 ); | |
geometry.addAttribute( 'color', Float32Array, particles, 3 ); | |
var positions = geometry.attributes.position.array; | |
var colors = geometry.attributes.color.array; | |
var color = new THREE.Color(); | |
var n = 1000, n2 = n / 2; // particles spread in the cube | |
var X,Y,Z; | |
X=Math.random(); | |
Y=Math.random(); | |
Z=Math.random(); | |
var p,r,b; | |
p=10;r=28;b=8/3.0; | |
for ( var i = 0; i < positions.length; i += 3 ) { | |
// positions | |
var dx = -p*X+p*Y; | |
var dy = -X*Z+r*X-Y; | |
var dz = X*Y-b*Z; | |
var x = X + 0.001*dx; | |
var y = Y + 0.001*dy; | |
var z = Z + 0.001*dz; | |
positions[ i ] = x*n/35 -n2; | |
positions[ i + 1 ] = y*n/35 -n2; | |
positions[ i + 2 ] = z*n/35 -n2; | |
// colors | |
var vx = Math.sin(i/1000.0)*0.5 + 0.6 ; | |
var vy = Math.sin(i/2000.0)*0.5 + 0.6 ; | |
var vz = Math.sin(i/3000.0)*0.5 + 0.6 ; | |
color.setRGB( vx, vy, vz ); | |
colors[ i ] = color.r; | |
colors[ i + 1 ] = color.g; | |
colors[ i + 2 ] = color.b; | |
X=x;Y=y;Z=z; | |
} | |
geometry.computeBoundingSphere(); | |
// | |
var material = new THREE.ParticleSystemMaterial( { size: 15, vertexColors: true } ); | |
particleSystem = new THREE.ParticleSystem( geometry, material ); | |
scene.add( particleSystem ); | |
// | |
renderer = new THREE.WebGLRenderer( { antialias: false, alpha: false } ); | |
renderer.setClearColor( scene.fog.color, 1 ); | |
renderer.setSize( window.innerWidth, window.innerHeight ); | |
container.appendChild( renderer.domElement ); | |
// | |
stats = new Stats(); | |
stats.domElement.style.position = 'absolute'; | |
stats.domElement.style.top = '0px'; | |
container.appendChild( stats.domElement ); | |
// | |
window.addEventListener( 'resize', onWindowResize, false ); | |
} | |
function onWindowResize() { | |
windowHalfX = window.innerWidth / 2; | |
windowHalfY = window.innerHeight / 2; | |
camera.aspect = window.innerWidth / window.innerHeight; | |
camera.updateProjectionMatrix(); | |
renderer.setSize( window.innerWidth, window.innerHeight ); | |
} | |
// | |
var mousedown = false; | |
renderer.domElement.addEventListener('mousedown', function(e){ | |
mousedown = true; | |
prevPosition = {x: e.pageX, y: e.pageY}; | |
}, false); | |
renderer.domElement.addEventListener('mousemove', function(e){ | |
if(!mousedown) return; | |
moveDistance = {x: prevPosition.x - e.pageX, y: prevPosition.y - e.pageY}; | |
particleSystem.rotation.x += moveDistance.y * 0.03; | |
particleSystem.rotation.y -= moveDistance.x * 0.03; | |
prevPosition = {x: e.pageX, y: e.pageY}; | |
render(); | |
}, false); | |
renderer.domElement.addEventListener('mouseup', function(e){ | |
mousedown = false; | |
}, false); | |
function animate() { | |
requestAnimationFrame( animate ); | |
render(); | |
stats.update(); | |
} | |
function render() { | |
var time = Date.now() * 0.001; | |
particleSystem.rotation.z = time * 0.3; | |
particleSystem.rotation.x += 0.00001 * 0.3; | |
renderer.render( scene, camera ); | |
} |
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