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<div id="log"></div>
<canvas id="canvas"></canvas>
html, body {
margin: 0;
height: 100%;
background: #1a1a1a;
}
#log {
position: absolute;
z-index: 1;
bottom: 0;
right: 0;
padding: 0.5em 0.75em;
font-size: 12px;
font-family: monospace;
white-space: pre-line;
text-align: right;
color: grey;
}
import { Color, DirectionalLight, HemisphereLight, InstancedMesh, MeshLambertMaterial, Object3D, OrthographicCamera, PCFSoftShadowMap, PerspectiveCamera, Quaternion, Scene, SphereGeometry, Vector3, WebGLRenderer } from "https://esm.sh/three@0.169.0"
const N = 6000
const MIN_R = 0.005
const MAX_R = 0.5
//////// SETUP
const scene = new Scene()
scene.background = new Color(0.01, 0.01, 0.01)
let asp = innerWidth / innerHeight
const camera = new OrthographicCamera(-asp, asp, 1, -1, -1, 1)
const renderer = new WebGLRenderer({ canvas })
renderer.setSize(innerWidth, innerHeight)
renderer.setPixelRatio(Math.min(2, devicePixelRatio))
renderer.shadowMap.enabled = true
renderer.shadowMap.type = PCFSoftShadowMap
//////// LIGHT
const ambient = new HemisphereLight(
new Color(1, 0.6, 0.2),
new Color(0.2, 0.6, 1),
2,
)
scene.add(ambient)
const light = new DirectionalLight(
new Color(1, 0.9, 0.8),
3,
)
light.position.set(-1, 1, 1)
scene.add(light)
light.castShadow = true
light.shadow.mapSize.width = 1024
light.shadow.mapSize.height = 1024
light.shadow.camera.near = 0
light.shadow.camera.far = 4
light.shadow.camera.left = -1
light.shadow.camera.right = 1
light.shadow.camera.top = -1
light.shadow.camera.bottom = 1
light.shadow.bias = -0.001
light.shadow.intensity = 0.62
//////// INTSTANCED SPHERES
const mat = new MeshLambertMaterial()
const new_spheres = (ws: number, hs: number) => {
const geom = new SphereGeometry(1, ws, hs)
const spheres = new InstancedMesh(geom, mat, N)
spheres.castShadow = true
spheres.receiveShadow = true
spheres.count = 0
return spheres
}
const spheres = [
// small spheres
{ num: 0, mesh: new_spheres(9, 6) },
// medium spheres
{ num: 0, mesh: new_spheres(21, 14) },
// large spheres
{ num: 0, mesh: new_spheres(72, 48) },
]
const obj = new Object3D
obj.scale.multiplyScalar(0.5)
for (const i of spheres) obj.add(i.mesh)
scene.add(obj)
const qt = obj.quaternion
const dummy = new Object3D()
type iTransfer = {
n: number
tests_n: number
data: Float32Array
}
const set_instances = (e: MessageEvent<iTransfer>) => {
const { n, tests_n, data } = e.data
for (let i = 0; i < data.length; i += 4) {
const x = data[i + 0]
const y = data[i + 1]
const z = data[i + 2]
const r = data[i + 3]
dummy.position.set(x, y, z)
dummy.scale.setScalar(r)
dummy.updateMatrix()
const size_id = r > 0.03 ? r > 0.1 ? 2 : 1 : 0
const inst = spheres[size_id]
const { mesh } = inst
mesh.setMatrixAt(inst.num, dummy.matrix)
mesh.setColorAt(inst.num, new Color(
random(0.2, 1.0),
random(0.2, 0.9),
random(0.2, 0.8),
))
mesh.instanceMatrix.addUpdateRange(inst.num * 16, 16)
mesh.instanceColor!.addUpdateRange(inst.num * 3, 3)
mesh.instanceMatrix.needsUpdate = true
mesh.instanceColor!.needsUpdate = true
mesh.count = ++inst.num
}
log.textContent = `${str(tests_n)} tests\n${str(n)} spheres`
}
//////// ANIMATION LOOP
const HPI = Math.PI / 2
const DUR = 3000
const DELAY = 1000
const get_next_qt = (() => {
const new_qt = (
v: Vector3,
a: number,
) => (
new Quaternion().setFromAxisAngle(v, a)
)
const vx = new Vector3(1, 0, 0)
const qtxs = [
new_qt(vx, -HPI),
new_qt(vx, 0),
new_qt(vx, HPI),
]
const vy = new Vector3(0, 1, 0)
const qtys = [
new_qt(vy, -HPI),
new_qt(vy, 0),
new_qt(vy, HPI),
]
// 0b0101 gives zero rotation, qtxs[1] * qtys[1]
let prev_qt_id = 5
const get_rnd_qt = () => {
const id = (random(0, 3) << 2) + (random(0, 3) & 3)
// don't return zero or same rotation
if (id === prev_qt_id || id === 5) {
return get_rnd_qt()
}
prev_qt_id = id
return [ qtxs[id >> 2], qtys[id & 3] ]
}
return (prev_qt: Quaternion) => {
const [ xqt, yqt ] = get_rnd_qt()
return prev_qt.clone()
.premultiply(xqt)
.premultiply(yqt)
}
})()
// 3rd order smoothstep
const ease = (t: number) => (
35 * t ** 4
- 84 * t ** 5
+ 70 * t ** 6
- 20 * t ** 7
)
const rnd_rot = () => {
const prev_qt = qt.clone()
const next_qt = get_next_qt(prev_qt)
const start = performance.now()
const tick = () => {
const now = performance.now()
const t = ease(Math.min(1, (now - start) / DUR))
qt.slerpQuaternions(prev_qt, next_qt, t)
if (t < 1) requestAnimationFrame(tick)
else setTimeout(rnd_rot, DELAY)
}
requestAnimationFrame(tick)
}
setTimeout(rnd_rot, DELAY)
//////// RENDER
renderer.setAnimationLoop(() => {
renderer.render(scene, camera)
})
//////// PACKING WORKER
const worker_src = `
const N = ${N}
const MIN_R = ${MIN_R}
const MAX_R = ${MAX_R}
${worker_self.toString().replace(/^.+\n|\n.+$/g, "")}`
const worker = new Worker(URL.createObjectURL(new Blob(
[ worker_src ],
{ type: "text/javascript" },
)))
worker.onmessage = set_instances
worker.postMessage(1) // init packing
function worker_self() {
const $ = self as any as Worker
let n = 0
const packed = new Float32Array(N * 4)
let chunk_n = 0
const N_PER_CHUNK = 20
let tests_n = 0
const MAX_TESTS = N * 1e6
const transfer: iTransfer = {
n,
tests_n,
data: null!,
}
onmessage = () => {
while (n < N) {
let x = 0, y = 0, z = 0, r = 0
while (r === 0) {
x = rnd_pos()
y = rnd_pos()
z = rnd_pos()
r = get_radius(x, y, z, n)
if (r === -1) {
return send_data()
}
}
const i = n++ * 4
packed[i + 0] = x
packed[i + 1] = y
packed[i + 2] = z
packed[i + 3] = r
if (++chunk_n === N_PER_CHUNK || n === N) {
chunk_n = 0
send_data()
}
}
}
const send_data = () => {
transfer.n = n
transfer.tests_n = tests_n
transfer.data = packed.slice((n - N_PER_CHUNK) * 4, n * 4)
$.postMessage(transfer, [ transfer.data.buffer ])
}
const rnd_pos = () => -1 + Math.random() * 2
function dist(
x0: number,
y0: number,
x1: number,
y1: number,
) {
return Math.hypot(x1 - x0, y1 - y0)
}
function get_radius(
x: number,
y: number,
z: number,
n: number,
) {
let r = Math.min(
1 - Math.abs(x),
1 - Math.abs(y),
1 - Math.abs(z),
MAX_R,
)
if (r < MIN_R) {
return 0
}
if (n === 0) {
return r
}
for (let i = 0; i < n * 4; i += 4) {
if (tests_n === MAX_TESTS) {
return -1
}
const xo = packed[i + 0]
const yo = packed[i + 1]
const zo = packed[i + 2]
const ro = packed[i + 3]
const ryz = dist(y, z, yo, zo) - ro
const rxz = dist(x, z, xo, zo) - ro
const rxy = dist(x, y, xo, yo) - ro
if (
ryz < MIN_R ||
rxz < MIN_R ||
rxy < MIN_R
) {
r = 0
break
}
r = Math.min(ryz, rxz, rxy, r)
tests_n++
}
return r
}
}
//////// UTILS
function str(num: number) {
return num.toLocaleString()
}
function random(from = 0, to = 1) {
return from + Math.random() * (to - from)
}
onresize = () => {
asp = innerWidth / innerHeight
camera.left = -asp
camera.right = asp
camera.updateProjectionMatrix()
renderer.setSize(innerWidth, innerHeight)
}
Also see: Tab Triggers