Forked from Mike Bostock's isometric cubes.
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March 16, 2016 14:50
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Animated isometric tetrahedra
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| <!DOCTYPE html> | |
| <meta charset="utf-8"> | |
| <body style="width: 100%"> | |
| <canvas width="960" height="500" style="margin-left: auto; margin-right: auto;"></canvas> | |
| <script src="http://d3js.org/d3-timer.v0.3.min.js"></script> | |
| <script src="http://d3js.org/d3-ease.v0.7.min.js"></script> | |
| <script src="isometric.js"></script> | |
| <script> | |
| var canvas = document.querySelector("canvas"), | |
| context = canvas.getContext("2d"), | |
| width = canvas.width, | |
| scalar = 1.55, | |
| height = canvas.height; | |
| var isocontext = isometric(context); | |
| isocontext.scale3d(30, 30, 30); | |
| d3_timer.timer(function(elapsed) { | |
| context.save(); | |
| context.clearRect(0, 0, width, height); | |
| context.fillStyle = "#fff"; | |
| context.translate(width / 2, height * 0.5); | |
| for (var x = 16, d, t = (elapsed / 2500) % 1; x >= -16; --x) { | |
| for (var y = 16; y >= -16; --y) { | |
| if ((d = distanceManhattan(x, y)) > 17) continue; | |
| var te = d3_ease.easeCubic(Math.max(0, Math.min(1, t * 3.8 - distanceCartesian(x, y) / 4))); | |
| drawCube((d & 1 ? -1 : +1) * (Math.PI / 4 - te * Math.PI / 2), x * scalar, y * scalar, -3 * scalar * te + 2 * scalar * Math.pow(te, 2)); | |
| } | |
| } | |
| context.restore(); | |
| }); | |
| function distanceCartesian(x, y) { | |
| return Math.sqrt(x * x + y * y); | |
| } | |
| function distanceManhattan(x, y) { | |
| return Math.abs(x) + Math.abs(y); | |
| } | |
| function drawCube(angle, x, y, z) { | |
| // isometric coordinate system: | |
| // +y \/ +x | |
| // -x /\ -y | |
| if ((angle %= Math.PI / 2) < 0) angle += Math.PI / 2; | |
| isocontext.save(); | |
| isocontext.translate3d(x, y, z); | |
| isocontext.rotateZ(angle - Math.PI / 4); | |
| context.beginPath(); | |
| isocontext.moveTo(+0.5, -0.5, -0.5); | |
| isocontext.lineTo(-0.0, +0.0, +0.5); // top vertex | |
| isocontext.lineTo(-0.5, +0.5, -0.5); | |
| isocontext.lineTo(-0.5, -0.5, -0.5); | |
| isocontext.closePath(); | |
| context.fill(); | |
| context.lineWidth = 1.5; | |
| context.stroke(); | |
| context.beginPath(); | |
| isocontext.moveTo(-0.5, -0.5, -0.5); | |
| isocontext.lineTo(-0.0, +0.0, +0.5); // top vertex | |
| context.lineWidth = 0.75; | |
| context.stroke(); | |
| isocontext.restore(); | |
| } | |
| </script> | |
| </body> |
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| (function(exports) { | |
| var angle = Math.PI / 6; | |
| var identity = [ | |
| 1, 0, 0, 0, | |
| 0, 1, 0, 0, | |
| 0, 0, 1, 0 | |
| ]; | |
| function Isometric(context) { | |
| this._moveTo = context.moveTo.bind(context); | |
| this._lineTo = context.lineTo.bind(context); | |
| this.closePath = context.closePath.bind(context); | |
| this._matrix = identity.slice(); | |
| this._matrixes = []; | |
| this._projection = [ | |
| Math.cos(angle), Math.cos(Math.PI - angle), | |
| -Math.sin(angle), -Math.sin(Math.PI - angle) | |
| ]; | |
| } | |
| Isometric.prototype = { | |
| _project: function(point, x, y, z) { | |
| point( | |
| x * this._projection[0] + y * this._projection[1], | |
| x * this._projection[2] + y * this._projection[3] - z | |
| ); | |
| }, | |
| _transform: function(point, x, y, z) { | |
| this._project(point, | |
| x * this._matrix[0] + y * this._matrix[1] + z * this._matrix[2] + this._matrix[3], | |
| x * this._matrix[4] + y * this._matrix[5] + z * this._matrix[6] + this._matrix[7], | |
| x * this._matrix[8] + y * this._matrix[9] + z * this._matrix[10] + this._matrix[11] | |
| ); | |
| }, | |
| save: function() { | |
| this._matrixes.push(this._matrix.slice()); | |
| }, | |
| restore: function() { | |
| if (this._matrixes.length) this._matrix = this._matrixes.pop(); | |
| }, | |
| // | a b c d | | kx 0 0 0 | | a * kx b * ky c * kz d | | |
| // | e f g h | * | 0 ky 0 0 | = | e * kx f * ky g * kz h | | |
| // | i j k l | | 0 0 kz 0 | | i * kx j * ky k * kz l | | |
| // | 0 0 0 1 | | 0 0 0 1 | | 0 0 0 1 | | |
| scale3d: function(kx, ky, kz) { | |
| this._matrix[0] *= kx; | |
| this._matrix[1] *= ky; | |
| this._matrix[2] *= kz; | |
| this._matrix[4] *= kx; | |
| this._matrix[5] *= ky; | |
| this._matrix[6] *= kz; | |
| this._matrix[8] *= kx; | |
| this._matrix[9] *= ky; | |
| this._matrix[10] *= kz; | |
| }, | |
| // | a b c d | | cos -sin 0 0 | | a * cos + b * sin a * -sin + b * cos c d | | |
| // | e f g h | * | sin cos 0 0 | = | e * cos + f * sin e * -sin + f * cos g h | | |
| // | i j k l | | 0 0 1 0 | | i * cos + j * sin i * -sin + j * cos k l | | |
| // | 0 0 0 1 | | 0 0 0 1 | | 0 0 0 1 | | |
| rotateZ: function(angle) { | |
| var cos = Math.cos(angle), | |
| sin = Math.sin(angle), | |
| a = this._matrix[0], | |
| b = this._matrix[1], | |
| c = this._matrix[2], | |
| d = this._matrix[3], | |
| e = this._matrix[4], | |
| f = this._matrix[5], | |
| g = this._matrix[6], | |
| h = this._matrix[7], | |
| i = this._matrix[8], | |
| j = this._matrix[9], | |
| k = this._matrix[10], | |
| l = this._matrix[11]; | |
| this._matrix[0] = a * cos + b * sin; | |
| this._matrix[1] = a * -sin + b * cos; | |
| this._matrix[4] = e * cos + f * sin; | |
| this._matrix[5] = e * -sin + f * cos; | |
| this._matrix[8] = i * cos + j * sin; | |
| this._matrix[9] = i * -sin + j * cos; | |
| }, | |
| // | a b c d | | 1 0 0 tx | | a b c a * tx + b * ty + c * tz + d | | |
| // | e f g h | * | 0 1 0 ty | = | e f g e * tx + f * ty + g * tz + h | | |
| // | i j k l | | 0 0 1 tz | | i j k i * tx + j * ty + k * tz + l | | |
| // | 0 0 0 1 | | 0 0 0 1 | | 0 0 0 1 | | |
| translate3d: function(tx, ty, tz) { | |
| this._matrix[3] += this._matrix[0] * tx + this._matrix[1] * ty + this._matrix[2] * tz; | |
| this._matrix[7] += this._matrix[4] * tx + this._matrix[5] * ty + this._matrix[6] * tz; | |
| this._matrix[11] += this._matrix[8] * tx + this._matrix[9] * ty + this._matrix[10] * tz; | |
| }, | |
| moveTo: function(x, y, z) { | |
| this._transform(this._moveTo, x, y, z); | |
| }, | |
| lineTo: function(x, y, z) { | |
| this._transform(this._lineTo, x, y, z); | |
| } | |
| }; | |
| exports.isometric = function(context) { | |
| return new Isometric(context); | |
| }; | |
| })(this); |
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