
the algorithm so far: - select 3 vertices - draw a triangle between them - for all vertex pairs (non-triangle vertices): -- draw a line between them -- if line intersects with triangle plane, red -- otherwise, green if the line is red the two vertices are on other sides of the triangle plane, and this triangle can't be a face, because we want the polyhedron to be convex to demo: press 9, press g, press space; press 9 over and over
237 lines
5.1 KiB
JavaScript
237 lines
5.1 KiB
JavaScript
let charges = [];
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let sphere_radius = 200;
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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 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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}
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function setup() {
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createCanvas(600, 600, WEBGL);
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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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orbitControl();
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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 (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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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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stroke(0x00);
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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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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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push();
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noStroke();
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fill(0xff);
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sphere(4);
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stroke(0xbf);
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for (let charge of charges) {
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line(
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0,
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0,
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0,
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charge.position.x * radius,
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charge.position.y * radius,
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charge.position.z * radius,
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);
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}
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pop();
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}
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function make_charges(n) {
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charges = [];
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for (let i = 0; i < n; i += 1) {
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let position;
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if (i === 0) {
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position = createVector(0, -1, 0);
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} else {
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const lat = random(-TAU / 4, TAU / 4);
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const lon = random(0, TAU);
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position = createVector(
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cos(lat) * cos(lon),
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sin(lat),
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cos(lat) * sin(lon),
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);
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}
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charges.push({
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position: position,
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velocity: createVector(),
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acceleration: createVector(),
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color: red,
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});
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}
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}
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function draw_charges(radius) {
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push();
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noStroke();
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for (let charge of charges.values()) {
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ambientMaterial(charge.color);
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let position = charge.position.copy();
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position.mult(radius);
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push();
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translate(position.x, position.y, position.z);
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sphere(15);
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pop();
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}
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pop();
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}
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function draw_sphere(radius, n_axis_circles) {
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stroke(0x3f);
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noFill();
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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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color(0x00, 0x9f, 0xff),
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color(0xff, 0x9f, 0x00),
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);
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pop();
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push();
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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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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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noStroke();
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noFill();
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tint(0xff, 0x9f);
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texture(earth_image);
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push();
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rotateY(TAU / 4);
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sphere(radius);
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pop();
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}
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}
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function draw_circles(radius, n_circles, pole_1_color, pole_2_color) {
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push();
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stroke(pole_1_color);
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translate(0, 0, -radius);
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point(0, 0);
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pop();
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for (let i = 1; i < n_circles; i += 1) {
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const angle = map(i, 0, n_circles - 1, -TAU / 4, TAU / 4);
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const circle_radius = radius * cos(angle);
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push();
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translate(0, 0, radius * sin(angle));
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circle(0, 0, circle_radius * 2);
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pop();
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}
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push();
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stroke(pole_2_color);
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translate(0, 0, radius);
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point(0, 0);
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pop();
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}
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function make_lights() {
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let light = createVector(0, 1, -1);
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light.normalize();
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directionalLight(0x1f, 0x1f, 0x1f, light);
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ambientLight(0xbf);
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}
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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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} 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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} else if (key >= '0' && key <= '9') {
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make_charges(int(key));
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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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