convex polyhedron
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1 changed files with 83 additions and 66 deletions
145
sketch.js
145
sketch.js
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@ -1,3 +1,6 @@
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let camera;
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let red;
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let charges = [];
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let sphere_radius = 200;
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@ -7,8 +10,6 @@ let earth = false;
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let skeleton = false;
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let planes = false;
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let red;
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let yellow;
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function preload() {
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earth_image = loadImage("atlas1.jpg");
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@ -16,8 +17,8 @@ function preload() {
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function setup() {
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createCanvas(600, 600, WEBGL);
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camera = createCamera();
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red = color(0xbf, 0x00, 0x00);
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yellow = color(0xff, 0xff, 0x00);
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}
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function draw() {
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@ -25,76 +26,92 @@ function draw() {
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background(50);
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make_lights();
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if (physics) {
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move_charges(charges);
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}
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if (skeleton) {
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draw_skeleton(sphere_radius);
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}
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if (physics) move_charges(charges);
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if (planes) {
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let p_charge = charges[0];
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let a_charge = charges[1];
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let b_charge = charges[2];
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p_charge.color = yellow;
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a_charge.color = yellow;
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b_charge.color = yellow;
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let p = p_charge.position;
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let a = a_charge.position;
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let b = b_charge.position;
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let n = p5.Vector.sub(p, a).cross(p5.Vector.sub(p, b));
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n.normalize(); // unnecessary
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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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}
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function face_dist_sq([v1, v2, v3]) {
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const center = p5.Vector.add(v1, v2).add(v3).mult(1 / 3);
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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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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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// Check if p1 p2 p3 form a face of the convex polyhedron
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// enclosing all vertices ...
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const p1 = charges[i].position;
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const p2 = charges[j].position;
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const p3 = charges[k].position;
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const normal = p5.Vector.sub(p2, p1).cross(p5.Vector.sub(p3, p1));
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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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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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r === i || r === j || r === k ||
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s === i || s === j || s === k
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) continue;
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const q1 = charges[r].position;
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const q2 = charges[s].position;
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// Let l(t) := q1 + (q2 - q1) * t.
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// L := { l(t) : 0 <= t <= 1 } is the line segment
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// between q1 and q2. L intersects the plane
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// generated by p1 p2 p3 iff l(t) intersects with
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// the plane for some 0 <= t <= 1.
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//
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// If L intersects the plane, q1 and q2 are on
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// opposite sides of the plane generated by p1 p2 p3,
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// so p1 p2 p3 can't be a face. If we want the
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// polyhedron to be convex. Which we do.
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//
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// A point k is on the plane generated by p1 p2 p3 iff
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// dot(k - p1, normal) = 0. Let n := normal.
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//
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// dot(l(t) - p1, n) = 0
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// iff dot(q1 + (q2 - q1) * t - p1, n) = 0
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// iff dot(q1 - p1, n) + dot(q2 - q2, n) * t = 0
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// iff t = dot(p1 - q1, n) / dot(q2 - q2, n)
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const t = (
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p5.Vector.dot(p5.Vector.sub(p1, q1), normal) /
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p5.Vector.dot(p5.Vector.sub(q2, q1), normal)
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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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}
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if (plane_separates_vertices) break;
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}
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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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}
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}
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}
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}
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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(5);
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stroke(0x7f);
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line(
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0, 0, 0,
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n.x * sphere_radius, n.y * sphere_radius, n.z * sphere_radius,
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)
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fill(0xff);
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strokeWeight(3);
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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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fill(0xbf, 0x7f);
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beginShape(TRIANGLES);
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const v1 = p5.Vector.mult(p, sphere_radius);
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const v2 = p5.Vector.mult(a, sphere_radius);
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const v3 = p5.Vector.mult(b, sphere_radius);
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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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endShape();
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}
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pop();
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for (let i = 4; i < charges.length; i += 1) {
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for (let j = 3; j < i; j += 1) {
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push();
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const u = charges[i].position;
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const v = charges[j].position;
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const t = p5.Vector.dot(p5.Vector.sub(p, u), n) / p5.Vector.dot(p5.Vector.sub(v, u), n);
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const intersects_plane = t >= 0 && t <= 1;
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if (intersects_plane) {
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stroke(0xff, 0x1f, 0x00);
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} else {
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stroke(0x00, 0xff, 0x00);
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}
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strokeWeight(3);
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line(
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charges[i].position.x * sphere_radius,
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charges[i].position.y * sphere_radius,
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charges[i].position.z * sphere_radius,
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charges[j].position.x * sphere_radius,
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charges[j].position.y * sphere_radius,
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charges[j].position.z * sphere_radius,
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);
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pop();
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}
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}
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} else {
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for (let charge of charges) {
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charge.color = red;
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}
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}
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draw_charges(sphere_radius);
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draw_sphere(sphere_radius, 25);
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}
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function draw_skeleton(radius) {
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