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<div id ="Spectrogram"></div>
/* Remove overflow */
body{
margin: 0px; background-color: #222222; overflow: hidden;
}
"use strict";
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r122/build/three.module.js';
// Initialize Scene parameters
let frequency_samples = 512; // Y resolution
let DATA = new Uint8Array(frequency_samples); // for later
let camera, scene, renderer;
let heights, mesh;
let time_samples = 1200; // X resolution
let n_vertices = (frequency_samples+1) * (time_samples+1);
let xsegments = time_samples;
let ysegments = frequency_samples;
let xsize = 35;
let ysize = 20;
let xhalfSize = xsize/2;
let yhalfSize = ysize / 2;
let xsegmentSize = xsize / xsegments; //Size of one square
let ysegmentSize = ysize / ysegments;
init();
function init() {
// Place the camera in space
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 64;
scene = new THREE.Scene();
let geometry = new THREE.BufferGeometry();
let indices = [];
heights = [];
let vertices = [];
// generate vertices for a simple grid geometry
for (let i = 0; i <= xsegments; i ++ ) {
let x = ( i * xsegmentSize ) - xhalfSize; //midpoint of mesh is 0,0
for ( let j = 0; j <= ysegments; j ++ ) {
let y = (j * ysegmentSize) - yhalfSize;
vertices.push( x, y, 0);
heights.push(0); // for now our mesh is flat, so heights are zero
}
}
// Add the position data to the geometry buffer
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
// generate indices (data for element buffer). This says where each triangle goes
// the code might look complex, but it is essentially the way you tile the plane with
// triangles. Each square segment has 4 vertices, a, b, c, d. Which make 2 triangles.
// a b
// d c
// Looking above, we can make a triangle by connecting a b d
// a-b
// d
// and similarly for b c d. These make the two faces of our mesh segment.
for (let i = 0; i < xsegments; i ++ ) {
for ( let j = 0; j < ysegments; j ++ ) {
let a = i * ( ysegments + 1 ) + ( j + 1 );
let b = i * ( ysegments + 1 ) + j;
let c = ( i + 1 ) * ( ysegments + 1 ) + j;
let d = ( i + 1 ) * ( ysegments + 1 ) + ( j + 1 );
// generate two faces (triangles) per iteration
indices.push( a, b, d ); // face one
indices.push( b, c, d ); // face two
}
}
geometry.setIndex( indices );
// Initialize the renderer and connect it to the DIV
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
let container = document.getElementById( 'Spectrogram' );
container.appendChild( renderer.domElement );
// Give the mesh a material with color (Purple)
let material = new THREE.MeshBasicMaterial({color:"#433F81"});
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
// Render the scene!
renderer.render(scene, camera);
}
Also see: Tab Triggers