hide sphere; euler's forumla trick; cache faces
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cec27160f4
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1 changed files with 45 additions and 23 deletions
68
sketch.js
68
sketch.js
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@ -2,13 +2,18 @@ let camera;
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let red;
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let charges = [];
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let faces = [];
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let sphere_radius = 200;
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const SURFACE_NONE = 0;
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const SURFACE_CIRCLES = 1;
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const SURFACE_EARTH = 2;
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let surface = SURFACE_CIRCLES;
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let physics = false;
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let earth = false;
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let skeleton = false;
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let planes = false;
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let polyhedron = false;
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function preload() {
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@ -16,11 +21,15 @@ function preload() {
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}
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function setup() {
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createCanvas(600, 600, WEBGL);
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createCanvas(windowWidth, windowHeight, WEBGL);
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camera = createCamera();
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red = color(0xbf, 0x00, 0x00);
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}
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function windowResized() {
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resizeCanvas(windowWidth, windowHeight);
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}
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function draw() {
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orbitControl();
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background(50);
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@ -29,9 +38,12 @@ function draw() {
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if (physics) move_charges(charges);
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draw_charges(sphere_radius);
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draw_sphere(sphere_radius, 25);
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if (skeleton) draw_skeleton(sphere_radius);
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if (planes) draw_planes(sphere_radius);
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if (polyhedron) {
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if (physics || faces.length === 0) find_faces();
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draw_faces(sphere_radius);
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}
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draw_sphere(sphere_radius, 25);
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}
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function face_dist_sq([v1, v2, v3]) {
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@ -39,8 +51,8 @@ function face_dist_sq([v1, v2, v3]) {
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return createVector(camera.eyeX, camera.eyeY, camera.eyeZ).sub(center).magSq();
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};
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function draw_planes(radius) {
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let faces = [];
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function find_faces() {
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faces = [];
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for (let i = 2; i < charges.length; i += 1) {
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for (let j = 1; j < i; j += 1) {
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for (let k = 0; k < j; k += 1) {
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@ -53,6 +65,7 @@ function draw_planes(radius) {
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// ... by checking if the other vertices are on the same
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// side of the plane generated by p1 p2 p3
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let plane_separates_vertices = false;
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let euler_formula = false;
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for (let r = 1; r < charges.length; r += 1) {
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for (let s = 0; s < r; s += 1) {
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if (
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@ -85,30 +98,32 @@ function draw_planes(radius) {
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);
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plane_separates_vertices ||= t >= 0 && t <= 1;
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if (plane_separates_vertices) break;
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euler_formula ||= charges.length * 2 - faces.length == 4;
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if (euler_formula) break;
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}
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if (plane_separates_vertices) break;
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if (plane_separates_vertices || euler_formula) break;
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}
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if (euler_formula) return;
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if (!plane_separates_vertices) {
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faces.push([
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p5.Vector.mult(p1, radius),
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p5.Vector.mult(p2, radius),
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p5.Vector.mult(p3, radius),
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]);
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faces.push([p1, p2, p3]);
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}
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}
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}
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}
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}
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function draw_faces(radius) {
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// fix OpenGL stacking alpha behaviour
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faces.sort((a, b) => face_dist_sq(b) - face_dist_sq(a));
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push();
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strokeWeight(2);
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stroke(0x00);
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for ([v1, v2, v3] of faces) {
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for ([p1, p2, p3] of faces) {
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fill(0xbf, 0x7f);
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beginShape(TRIANGLES);
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vertex(v1.x, v1.y, v1.z);
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vertex(v2.x, v2.y, v2.z);
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vertex(v3.x, v3.y, v3.z);
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vertex(p1.x * radius, p1.y * radius, p1.z * radius);
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vertex(p2.x * radius, p2.y * radius, p2.z * radius);
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vertex(p3.x * radius, p3.y * radius, p3.z * radius);
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endShape();
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}
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pop();
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@ -176,11 +191,14 @@ function draw_sphere(radius, n_axis_circles) {
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stroke(0x3f);
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noFill();
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if (surface === SURFACE_NONE) n_axis_circles = 0;
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else if (surface === SURFACE_EARTH) n_axis_circles = 2;
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push();
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rotateX(TAU / 4);
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draw_circles(
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radius,
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earth ? 2 : n_axis_circles,
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n_axis_circles,
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color(0x00, 0x9f, 0xff),
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color(0xff, 0x9f, 0x00),
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);
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@ -189,13 +207,13 @@ function draw_sphere(radius, n_axis_circles) {
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rotateY(TAU / 4);
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draw_circles(
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radius,
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earth ? 2 : n_axis_circles,
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n_axis_circles,
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color(0xff, 0x00, 0xff),
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color(0x00, 0xff, 0x00),
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);
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pop();
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if (earth) {
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if (surface === SURFACE_EARTH) {
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noStroke();
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noFill();
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tint(0xff, 0x9f);
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@ -239,16 +257,20 @@ function keyPressed() {
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if (key == ' ') {
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physics = !physics;
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} else if (key == 'd') {
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earth = !earth;
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surface = (surface + 1) % 3;
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} else if (key == 'f') {
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skeleton = !skeleton;
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} else if (key == 'g') {
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planes = !planes;
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polyhedron = !polyhedron;
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} else if (key >= '0' && key <= '9') {
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make_charges(int(key));
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make_charges(Math.pow(int(key), 2));
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faces = [];
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}
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}
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// TODO draw faces
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// algorithm: choose 3 vertices until 2-partition of other vertices has one empty set
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// done when V - E + F = 2. V is known. count E and F while creating faces
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// when the graph is finished: E = F * 3 / 2
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// V - E + F = V - F * 3 / 2 + F = V - F / 2
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// V * 2 - F = 4
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