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<div id="container">
<div id="composition">
<h1>Drag Me!</h1>
<ul class="axis">
<li class="x">x</li>
<li class="y">y</li>
<li class="z">z</li>
</ul>
<ul class="key">
<li class="vertex">Vertex ( V )</li>
<li class="projection">Plane Projection ( P )</li>
<li class="nearest">Nearest Point ( N )</li>
<li class="casting">Casting Point ( C )</li>
</ul>
<ul class="calculations">
<li><span class="vertex">V</span> ● <span class="nearest">N</span> = <span id="a1" class="answer">0.000</span></li>
<li><span class="vertex">V</span> ● <span class="casting">C</span> = <span id="a2" class="answer">0.000</span></li>
</ul>
</div>
</div>
@import compass
body
-webkit-font-smoothing: antialiased
font-family: "Open Sans"
background: #666
canvas
display: block
h1
letter-spacing: -1px
text-align: center
position: absolute
font-style: italic
font-weight: normal
width: 100%
color: #CCC
.axis
position: absolute
bottom: 20px
right: 30px
padding: 0
margin: 0
li
list-style: none
&:before
content: "⤑ "
.x
color: #FF0000
.y
color: #00FF00
.z
color: #0000FF
.key
font-style: italic
position: absolute
left: 0
top: 0
.vertex
color: #000000
.projection
color: #FF0044
.nearest
color: #AA00FF
.casting
color: #00FF88
.answer
display: inline-block
text-align: right
color: #00AAFF
width: 4em
.calculations
font-family: Monaco
position: absolute
font-weight: bold
list-style: none
font-size: 1.5em
bottom: 25px
left: 40px
color: #BBB
padding: 0
margin: 0
#container
position: relative
margin: 80px auto
height: 580px
width: 1000px
#composition
position: absolute
background: #FFF
height: 100%
width: 760px
right: 0
top: 0
#scene
position: relative
z-index: 1
#gui
position: absolute
left: 0
top: 0
#========================================
# Math Augmentation
#========================================
Math.PI2 = Math.PI * 2
Math.PIH = Math.PI / 2
Math.PIQ = Math.PI / 4
Math.PIR = 180 / Math.PI
Math.PID = Math.PI / 180
Math.degreesToRadians = (degrees) -> degrees * Math.PID
#========================================
# Core Objects & Variables
#========================================
GUI = 240
UNIT = 10
SCALE = 0.06
DISC = UNIT*0.1
# DOM Elements
container = document.getElementById 'container'
composition = document.getElementById 'composition'
answer1 = document.getElementById 'a1'
answer2 = document.getElementById 'a2'
# Dimensions
width = container.offsetWidth - GUI
height = container.offsetHeight
halfX = width * SCALE
halfY = height * SCALE
# ThreeJS Core Objects
camera = new THREE.OrthographicCamera -halfX, halfX, halfY, -halfY, 1, 1000
camera.position.z = 500
renderer = new THREE.WebGLRenderer antialias:true
renderer.domElement.setAttribute 'id', 'scene'
renderer.setSize width, height
scene = new THREE.Scene
clock = new THREE.Clock
# ThreeJS Scene Objects
origin = new THREE.Object3D
axis = new THREE.AxisHelper UNIT
# ThreeJS Scene Controls
trackball = new TrackballControls origin, renderer.domElement
trackball.pan.enabled = false
# GUI Controls
gui = new dat.GUI autoPlace:false, resizable:false, width:GUI
gui.domElement.setAttribute 'id', 'gui'
#========================================
# Light Object
#========================================
COLOR = 0xFFDD00
light = new THREE.Object3D
light.size = new THREE.Vector2 UNIT*4, UNIT*3
light.normal = new THREE.Vector3 0, 0, 1
light.right = new THREE.Vector3 1, 0, 0
light.up = new THREE.Vector3 0, 1, 0
light.normalMatrix = new THREE.Matrix3
geometry = new THREE.PlaneGeometry 1, 1, 1, 1
material = new THREE.MeshBasicMaterial
side: THREE.DoubleSide
transparent: true
opacity: 0.4
color: COLOR
light.plane = new THREE.Mesh geometry, material
light.add light.plane
geometry = new THREE.CylinderGeometry 0, (Math.sin Math.PIQ), UNIT, 4, 1, false
material = new THREE.MeshBasicMaterial
transparent: true
wireframe: true
opacity: 0.8
color: COLOR
matrix = new THREE.Matrix4
matrix.setPosition x:0, y:0, z:UNIT*-0.5
matrix.rotateX -Math.PIH
matrix.rotateY Math.PIQ
geometry.applyMatrix matrix
light.frame = new THREE.Mesh geometry, material
light.add light.frame
#========================================
# Vertex Object
#========================================
vertex = new THREE.Object3D
vertex.position.set UNIT*-3, UNIT*1, UNIT*4
vertex.normal = new THREE.Vector3 0, 1, 0
vertex.arrow = new THREE.ArrowHelper (new THREE.Vector3), (new THREE.Vector3), UNIT, 0x000000
vertex.add vertex.arrow
geometry = new THREE.CircleGeometry UNIT, 16
material = new THREE.MeshBasicMaterial
transparent: true
wireframe: true
color: 0x000000
opacity: 0.4
vertex.plane = new THREE.Mesh geometry, material
vertex.plane.rotation.x = Math.PIH
vertex.add vertex.plane
#========================================
# Projection Object Helper
#========================================
createProjectionObject = (color, opacity) ->
object = new THREE.Object3D
object['location'] = new THREE.Vector3
object['direction'] = new THREE.Vector3
geometry = new THREE.CircleGeometry DISC, 16
material = new THREE.MeshBasicMaterial
transparent: true
wireframe: true
opacity: opacity
color: color
object['disc'] = new THREE.Mesh geometry, material
object.add object.disc
geometry = new THREE.Geometry
geometry.vertices.push new THREE.Vector3 0, 0, 0
geometry.vertices.push new THREE.Vector3 0, 0, 0
material = new THREE.LineBasicMaterial
transparent: true
opacity: opacity
color: color
object['line'] = new THREE.Line geometry, material
object.add object.line
return object
#========================================
# Projection Objects
#========================================
planeProjection = createProjectionObject 0xFF0044, 0.8
nearestPoint = createProjectionObject 0xAA00FF, 0.8
nearestPoint.offset = new THREE.Vector3
castingPoint = createProjectionObject 0x00FF88, 0.8
castingPoint.offset = new THREE.Vector3
#========================================
# Setup
#========================================
initialise = () ->
composition.appendChild renderer.domElement
container.appendChild gui.domElement
# Add Scene Objects
scene.add origin
origin.add axis
origin.add light
origin.add vertex
origin.add planeProjection
origin.add nearestPoint
origin.add castingPoint
# Add GUI Controls
folder = gui.addFolder 'LIGHT'
addPositionControls folder, light
addRotationControls folder, light
addSizeControls folder, light
folder.open()
folder = gui.addFolder 'VERTEX'
addPositionControls folder, vertex
addRotationControls folder, vertex
folder.open()
return
animate = () ->
requestAnimationFrame animate
delta = clock.getDelta()
time = clock.elapsedTime
trackball.update()
renderer.render scene, camera
return
#========================================
# GUI Control Helpers
#========================================
addPositionControls = (folder, object) ->
object.positionX = object.position.x
object.positionY = object.position.y
object.positionZ = object.position.z
object.resetPosition = () =>
object.position.set 0, 0, 0
object.pxc.setValue 0
object.pyc.setValue 0
object.pzc.setValue 0
object.pxc = folder.add object, 'positionX', -100, 100, 1
object.pxc.onChange (value) ->
object.position.setX value
update()
object.pyc = folder.add object, 'positionY', -100, 100, 1
object.pyc.onChange (value) ->
object.position.setY value
update()
object.pzc = folder.add object, 'positionZ', -100, 100, 1
object.pzc.onChange (value) ->
object.position.setZ value
update()
object.rpc = folder.add object, 'resetPosition'
object.rpc.onChange (value) -> update()
return
addRotationControls = (folder, object) ->
object.rotationX = object.rotation.x
object.rotationY = object.rotation.y
object.rotationZ = object.rotation.z
object.resetRotation = () =>
object.rotation.set 0, 0, 0
object.rxc.setValue 0
object.ryc.setValue 0
object.rzc.setValue 0
object.rxc = folder.add object, 'rotationX', -180, 180, 1
object.rxc.onChange (value) ->
object.rotation.setX Math.degreesToRadians value
update()
object.ryc = folder.add object, 'rotationY', -180, 180, 1
object.ryc.onChange (value) ->
object.rotation.setY Math.degreesToRadians value
update()
object.rzc = folder.add object, 'rotationZ', -180, 180, 1
object.rzc.onChange (value) ->
object.rotation.setZ Math.degreesToRadians value
update()
object.rrc = folder.add object, 'resetRotation'
object.rrc.onChange (value) -> update()
return
addSizeControls = (folder, object) ->
object.width = object.size.x
object.height = object.size.y
object.sxc = folder.add object, 'width', UNIT*0.1, UNIT*10, 1
object.sxc.onChange (value) ->
object.size.setX value
update()
object.syc = folder.add object, 'height', UNIT*0.1, UNIT*10, 1
object.syc.onChange (value) ->
object.size.setY value
update()
return
#========================================
# Calculations
#========================================
update = () ->
# Update Light
light.updateMatrix()
light.right.set 1, 0, 0
light.right.transformDirection light.matrix
light.up.set 0, 1, 0
light.up.transformDirection light.matrix
light.normal.set 0, 0, 1
light.normal.transformDirection light.matrix
light.plane.scale.set light.size.x, light.size.y, 1
light.frame.scale.set light.size.x, light.size.y, 1
light.halfX = light.size.x / 2
light.halfY = light.size.y / 2
# Update Vertex
vertex.updateMatrix()
vertex.normal.set 0, 1, 0
vertex.normal.transformDirection vertex.matrix
# Calculate Vertex Projection
projectOnPlane planeProjection.location, vertex.position, light.position, light.normal
planeProjection.line.geometry.vertices[0].copy planeProjection.location
planeProjection.line.geometry.vertices[1].copy vertex.position
planeProjection.line.geometry.verticesNeedUpdate = true
planeProjection.disc.position.copy planeProjection.location
planeProjection.disc.rotation.copy light.rotation
# Calculate Nearest Point
nearestPoint.offset.subVectors planeProjection.location, light.position
nx = nearestPoint.offset.dot light.right
nx = Math.max nx, -light.halfX
nx = Math.min nx, light.halfX
ny = nearestPoint.offset.dot light.up
ny = Math.max ny, -light.halfY
ny = Math.min ny, light.halfY
nearestPoint.location.copy light.position
nearestPoint.location.add ( nearestPoint.offset.copy light.right ).multiplyScalar nx
nearestPoint.location.add ( nearestPoint.offset.copy light.up ).multiplyScalar ny
nearestPoint.line.geometry.vertices[0].copy nearestPoint.location
nearestPoint.line.geometry.vertices[1].copy vertex.position
nearestPoint.line.geometry.verticesNeedUpdate = true
nearestPoint.disc.position.copy nearestPoint.location
nearestPoint.disc.rotation.copy light.rotation
# * * * * * * * * * * * * #
# Calculate Casting Point #
# * * * * * * * * * * * * #
# 1) Surface Vertex:
# vertex.position – Vector3D
# vertex.normal – Vector3D ( UNIT )
# 2) Light:
# light.position – Vector3D
# light.normal – Vector3D ( UNIT )
# light.right – Vector3D ( UNIT )
# light.up – Vector3D ( UNIT )
# light.size – Vector2D where size.x is the WIDTH and size.y is the HEIGHT
castingPoint.location.copy light.position # FIXME!!!
castingPoint.line.geometry.vertices[0].copy castingPoint.location
castingPoint.line.geometry.vertices[1].copy vertex.position
castingPoint.line.geometry.verticesNeedUpdate = true
castingPoint.disc.position.copy castingPoint.location
castingPoint.disc.rotation.copy light.rotation
# Update Calculations
(nearestPoint.direction.subVectors nearestPoint.location, vertex.position).normalize()
a1.innerText = (vertex.normal.dot nearestPoint.direction).toFixed 3
(castingPoint.direction.subVectors castingPoint.location, vertex.position).normalize()
a2.innerText = (vertex.normal.dot castingPoint.direction).toFixed 3
return
projectOnPlane = (output, point, planeCenter, planeNormal) ->
# https://github.com/mrdoob/three.js/blob/master/examples/js/ShaderDeferred.js#L959
# point - dot(point - planeCenter, planeNormal) * planeNormal;
output.copy point
output.sub planeCenter
distance = output.dot planeNormal
output.copy planeNormal
output.multiplyScalar distance
output.subVectors point, output
return
initialise()
update()
animate()
Also see: Tab Triggers