wavey-wind/test.js

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console.log("Hello, Sky!");
/**** ******
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/ Test skripta *
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************/
// Odmik kamere
var odmik_kamere = 100;
// Vidni kot
var FOV = 90;
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// Parametri rotacije (euler)
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var rotacijaX = 0.000;
var rotacijaY = 0.000;
var rotacijaZ = 0.000;
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// Parametri pospeska
var accX = 0.000;
var accY = 0.000;
var accZ = 0.000;
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// Scena, kamera in render
scene = new THREE.Scene;
camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.z = odmik_kamere;
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
// Belo ozadje
renderer.setClearColor(0xFFFFFF, 1);
// Črno ozadje
//renderer.setClearColor(0x000000, 1);
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var skupina = new THREE.Group();
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// Dodaj test skatlo
// Sirina in visina test objekta
var width = 16;
var height = 128;
var radialnihSegmentov = 4;
var visinskihSegmentov = 128;
var geo = new THREE.BufferGeometry();
var offset = width;
var polozaji = [];
// visina: 128 segmentov
// sirina: 9 segmentov
var sirinaSegmentov = 9;
// Najprej "spodnja buba"
var faktor = [
2/sirinaSegmentov, 2/sirinaSegmentov
];
// Pol rocaj (1.4 do 2.8 segmenta, dolgo 62 segmentov)
var rocajSegmentov = 46;
for (var i = 0; i <= rocajSegmentov; i++) {
faktor.push((1.4 + i / rocajSegmentov * 1.4) / sirinaSegmentov);
}
// pol stresica dol (2.8 do 7.4 segmenta)
var stresicaSegmentov = 48;
for (i = 0; i <= stresicaSegmentov; i++) {
faktor.push((2.8 + i / stresicaSegmentov * 4.6) / sirinaSegmentov);
}
// Pa se zadnji naklon (7.4 do 3 segmente)
var konecSegmentov = 30;
for (i = 0; i <= konecSegmentov; i++) {
faktor.push((7.4 - i / konecSegmentov * 4.4) / sirinaSegmentov);
}
console.log(faktor);
// spodnji krog
for (var s = 0; s < radialnihSegmentov; s++) {
polozaji.push(
0.0,
0.0,
0.0,
Math.sin(2 * Math.PI * s / radialnihSegmentov) * width * faktor[0],
Math.cos(2 * Math.PI * s / radialnihSegmentov) * width * faktor[0],
0.0,
Math.sin(2 * Math.PI * (s + 1) / radialnihSegmentov) * width * faktor[0],
Math.cos(2 * Math.PI * (s + 1) / radialnihSegmentov) * width * faktor[0],
0.0
);
}
console.log(polozaji);
// vmesni segmenti
for (var h = 0; h < visinskihSegmentov; h++) {
for (s = 0; s < radialnihSegmentov; s++) {
polozaji.push(
Math.sin(2 * Math.PI * s / radialnihSegmentov) * width * faktor[h],
Math.cos(2 * Math.PI * s / radialnihSegmentov) * width * faktor[h],
h * height / visinskihSegmentov,
Math.sin(2 * Math.PI * (s + 1) / radialnihSegmentov) * width * faktor[h],
Math.cos(2 * Math.PI * (s + 1) / radialnihSegmentov) * width * faktor[h],
h * height / visinskihSegmentov,
Math.sin(2 * Math.PI * (s + 1) / radialnihSegmentov) * width * faktor[h],
Math.cos(2 * Math.PI * (s + 1) / radialnihSegmentov) * width * faktor[h],
(h + 1) * height / visinskihSegmentov,
);
}
}
// zgornji krog
for (s = 0; s < radialnihSegmentov; s++) {
polozaji.push(
0,
0,
height,
Math.sin(2 * Math.PI * s / radialnihSegmentov) * width * faktor[31],
Math.cos(2 * Math.PI * s / radialnihSegmentov) * width * faktor[31],
height,
Math.sin(2 * Math.PI * (s + 1) / radialnihSegmentov) * width * faktor[31],
Math.cos(2 * Math.PI * (s + 1) / radialnihSegmentov) * width * faktor[31],
height
);
}
// Spremeni v vertexe
var vertices = new Float32Array(polozaji);
geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
window.geo = geo;
/*
// Deformiramo za kegel
for (var n = 0; n < radialnihSegmentov; n += 1) {
geo.attributes.position.array[1 + n * 3] += 10;
geo.attributes.position.array[1 + n * 3 + 1] += 30;
geo.attributes.position.needsUpdate = true
}
*/
var barva = new THREE.Color();
barva.setHSL(0.6, 1.0, 0.5);
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var mat = new THREE.MeshBasicMaterial({
//color: 0xff00ff,
color: barva,
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wireframe: true
});
window.mat = mat;
//var mat = new THREE.LineBasicMaterial({ color: 0xff00ff });
var kegel = new THREE.Mesh(geo, mat);
kegel.position.z += 64;
kegel.position.y += 32;
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skupina.add(kegel);
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// Za pospeskomer - os X
var gAX = new THREE.CylinderGeometry(10, 10, 10, 16);
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var mAX = new THREE.MeshBasicMaterial({ color: 0xff000055 });
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var AX = new THREE.Mesh(gAX, mAX);
//skupina.add(AX);
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// Damo vse skupaj v kader
scene.add(skupina);
// Quaternioni za rotacijo in kalibracijo
var qWW = new THREE.Quaternion();
var qObj = new THREE.Quaternion();
var qStart = new THREE.Quaternion();
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var reset = false;
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var objekti = [kegel];
skupina.rotation.x = -90;
skupina.position.z = 64;
skupina.position.y = -34;
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function render () {
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requestAnimationFrame(render);
renderer.render(scene, camera);
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objAnim();
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};
// Funkcija za animacijo objektov
function objAnim() {
objekti.map(function (obj) {
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// Apliciramo rotacijo (po quaternionih - eulerji zajebavajo.)
qObj = qWW.clone();
qObj.multiply(qStart);
obj.setRotationFromQuaternion(qObj);
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AX.scale.x = accX / 1000;
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});
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// rotiramo skupino da se vidi
//skupina.rotation.x += 0.003;
//skupina.rotation.y += 0.005;
//skupina.rotation.z += 0.007;
if (kegel.scale.x > 1) {
kegel.scale.x *= 0.95;
}
if (kegel.scale.z > 1) {
kegel.scale.z *= 0.95;
}
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// Drzimo vse stiri gumbe (reset)? - kalibracija!
if ((keysPressed[0] + keysPressed[1] + keysPressed[2] + keysPressed[3]) === 4) {
if (!reset) {
qStart = qWW.clone();
qStart.conjugate();
reset = true;
console.log("RESET!");
}
} else {
if (reset) {
reset = false;
console.log("reset off....");
}
}
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};
// Inicializiraj
document.onreadystatechange = function () {
if (document.readyState === 'complete') {
document.getElementById("anim-container").appendChild(renderer.domElement);
render();
}
};
// Lep risajz
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.addEventListener('resize', onWindowResize, false);
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// Poslusaj OSC evente
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var keysPressed = [0, 0, 0, 0];
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const getVal = function (msg) {
return msg.value;
}
var prepend = '/ww/0/ww/0';
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var oscCallbacks = {};
oscCallbacks[`${prepend}'/keys`] = function(args) {
keysPressed = args.map(getVal);
};
oscCallbacks[`${prepend}/quaternion`] = function (args) {
// Popravimo osi (w x y z po defaultu HMM)
[qWW.w, qWW.x, qWW.y, qWW.z] = args.map(getVal);
};
oscCallbacks[`${prepend}/accel`] = function (args) {
[accX, accY, accZ] = args.map(getVal);
};
oscCallbacks[`${prepend}/gyro`] = function (args) {
[rotacijaX, rotacijaY, rotacijaZ] = args.map(getVal);
};
oscCallbacks['/midi'] = function (args) {
//console.log("MAMOMO MIDI!", args);
//kegel.material.color.offsetHSL(args[2].value / 1000, 0, 0);
if (Math.random() < 0.5) {
kegel.scale.x *= 1.5;
} else {
kegel.scale.z *= 1.5;
}
//kegel.scale.y *= 1 + (args[2] / 100000);
//kegel.scale.z *= 1 + (args[2] / 100000);
};