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globalium2.php_
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Globalium</title>
<style>
body { margin: 0; }
canvas { display: block; }
</style>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Roboto:ital,wght@0,100;0,300;0,400;0,500;0,700;0,900;1,100;1,300;1,400;1,500;1,700;1,900&family=Scope+One&display=swap" rel="stylesheet">
</head>
<body>
<script src="js/threejs/build/three.js"></script>
<script src="js/master/examples/js/controls/TrackballControls.js"></script>
<script src="js/OrbitControls.js"></script>
<script>
// Basic setup
let pointLight;
let BackgroundScene;
let BackgroundCamera;
const scene = new THREE.Scene();
const aspect = window.innerWidth / window.innerHeight;
const frustumSize = 12;
const camera = new THREE.OrthographicCamera(
frustumSize * aspect / -2,
frustumSize * aspect / 2,
frustumSize / 2,
frustumSize / -2,
0.1,
1000
);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Background image
const loader = new THREE.TextureLoader();
loader.load('https://labs.opengea.org/metamodeler/v1/img/8k_stars_milky_way.jpg', function(texture) {
const backgroundMesh = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2, 0),
new THREE.MeshBasicMaterial({
map: texture
})
);
backgroundMesh.material.depthTest = false;
backgroundMesh.material.depthWrite = false;
backgroundScene = new THREE.Scene();
backgroundCamera = new THREE.Camera();
backgroundScene.add(backgroundCamera);
backgroundScene.add(backgroundMesh);
});
// OrbitControls
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableZoom = true; // Enable zoom
controls.zoomSpeed = 1.2; // Adjust the zoom speed if needed
controls.enableDamping = true;
controls.dampingFactor = 0.25;
// Touch gestures support
controls.touches = {
ONE: THREE.TOUCH.ROTATE,
TWO: THREE.TOUCH.DOLLY_PAN
};
// Add event listener for resizing the window
window.addEventListener('resize', onWindowResize, false);
// Update camera and renderer on window resize
function onWindowResize() {
const aspect = window.innerWidth / window.innerHeight;
camera.left = -frustumSize * aspect / 2;
camera.right = frustumSize * aspect / 2;
camera.top = frustumSize / 2;
camera.bottom = -frustumSize / 2;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// Update the camera zoom based on controls
/* controls.addEventListener('change', () => {
camera.updateProjectionMatrix();
});
*/
// Add event listener for zoom using mouse wheel
window.addEventListener('wheel', function(event) {
if (event.deltaY < 0) {
camera.zoom *= 1.1;
} else if (event.deltaY > 0) {
camera.zoom /= 1.1;
}
camera.updateProjectionMatrix();
});
// Inicial setup
onWindowResize();
// Define colors for the six spots
const colors = [
new THREE.Color(0x00FFFF), // North (Cyan)
new THREE.Color(0xFF0000), // South (Red)
new THREE.Color(0x0000FF), // East (Blue)
new THREE.Color(0x00FF00), // West (Green)
new THREE.Color(0xFFFF00), // Front (Yellow)
new THREE.Color(0xFF00FF) // Rear (Magenta)
];
// Sphere geometry and material
const geometry = new THREE.SphereGeometry(5, 64, 64);
const material = new THREE.ShaderMaterial({
uniforms: {
colors: { value: colors }
},
vertexShader: `
varying vec3 vPosition;
void main() {
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform vec3 colors[6];
varying vec3 vPosition;
void main() {
vec3 p = normalize(vPosition);
float northWeight = clamp(p.y, 0.0, 1.0);
float southWeight = clamp(-p.y, 0.0, 1.0);
float eastWeight = clamp(p.x, 0.0, 1.0);
float westWeight = clamp(-p.x, 0.0, 1.0);
float frontWeight = clamp(p.z, 0.0, 1.0);
float rearWeight = clamp(-p.z, 0.0, 1.0);
vec3 color =
northWeight * colors[0] +
southWeight * colors[1] +
eastWeight * colors[2] +
westWeight * colors[3] +
frontWeight * colors[4] +
rearWeight * colors[5];
gl_FragColor = vec4(color, 1); // Set alpha to 1 for no transparency
}
`,
side: THREE.DoubleSide,
transparent: false, // Disable transparency
wireframe: false // Disable wireframe mode
});
const sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
// llights
// Crear una llum ambiental com a objecte mòbil
ambientLight = new THREE.AmbientLight(0x444444); // Llum suau
// scene.add(ambientLight);
// Afegir llum direccional fixa
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(10, 10, 10); // Posició fixa de la llum
// scene.add(directionalLight);
// Afegir llum puntual fixa
pointLight = new THREE.PointLight(0xffffff, 3, 100);
pointLight.position.set(5, 5, 5); // Posició fixa de la llum puntual
scene.add(pointLight);
camera.position.set(0, 0, 15);
camera.lookAt(0, 0, 0);
//orbits
// Helper function to create an orbit
function createOrbit(innerRadius, outerRadius, segments, axis) {
const geometry = new THREE.RingGeometry(innerRadius, outerRadius, segments);
const material = new THREE.MeshBasicMaterial({
color: 0x444444,
side: THREE.DoubleSide,
opacity: 0.5,
transparent: true
});
const orbit = new THREE.Mesh(geometry, material);
orbit.rotation.set(axis.x, axis.y, axis.z);
scene.add(orbit);
}
// Create the orbits with specified widths
createOrbit(5.5, 5.6, 128, new THREE.Vector3(Math.PI / 2, 0, 0)); // Equador
createOrbit(5.5, 5.6, 128, new THREE.Vector3(0, 0, 0)); // Transversal
createOrbit(5.5, 5.6, 128, new THREE.Vector3(0, Math.PI / 2, 0)); // Vertical
/*
// Helper function to create an orbit
function createOrbit(radius, segments, axis) {
const geometry = new THREE.BufferGeometry();
const positions = [];
for (let i = 0; i <= segments; i++) {
const theta = (i / segments) * Math.PI * 2;
const x = radius * Math.cos(theta);
const y = radius * Math.sin(theta);
positions.push(x, y, 0);
}
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
const material = new THREE.LineBasicMaterial({ color: 0x444444, linewidth: 2 });
const orbit = new THREE.LineLoop(geometry, material);
orbit.rotation.set(axis.x, axis.y, axis.z);
scene.add(orbit);
}
// Create the renderer with anti-aliasing enabled
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Create the orbits with more segments for smoother lines
createOrbit(5.5, 128, new THREE.Vector3(Math.PI / 2, 0, 0)); // Equador
createOrbit(5.5, 128, new THREE.Vector3(0, 0, 0)); // Transversal
createOrbit(5.5, 128, new THREE.Vector3(0, Math.PI / 2, 0)); // Vertical
*/
/*
// Helper function to create an orbit
function createOrbit(innerRadius, outerRadius, segments, axis) {
const geometry = new THREE.RingGeometry(innerRadius, outerRadius, segments);
const material = new THREE.MeshBasicMaterial({
color: 0x444444,
side: THREE.DoubleSide,
opacity: 0.5,
transparent: true
});
const orbit = new THREE.Mesh(geometry, material);
orbit.rotation.set(axis.x, axis.y, axis.z);
scene.add(orbit);
}
// Create the orbits
createOrbit(5.3, 5.4, 64, new THREE.Vector3(Math.PI / 2, 0, 0)); // Equador
createOrbit(5.3, 5.4, 64, new THREE.Vector3(0, 0, 0)); // Transversal
createOrbit(5.3, 5.4, 64, new THREE.Vector3(0, Math.PI / 2, 0)); // Vertical
*/
// Paral·lels - tropics / Helper function to create a circle orbiting the north pole and slightly above the sphere
function createOrbitingCircle(radius, distanceFromSurface, verticalDistance, segments) {
const positions = [];
for (let i = 0; i <= segments; i++) {
const theta = (i / segments) * Math.PI * 2;
const x = radius * Math.cos(theta);
const y = radius * Math.sin(theta);
positions.push(x, y, verticalDistance);
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
const material = new THREE.LineDashedMaterial({
color: 0x444444,
linewidth: 5,
dashSize: 0.1,
gapSize: 0.1
});
const circle = new THREE.LineLoop(geometry, material);
circle.position.set(0, radius + distanceFromSurface, 0); // Position it slightly above the sphere
circle.rotation.x = Math.PI / 2; // Rotate to be parallel to the x-z plane
circle.computeLineDistances(); // Necessary for dashed lines
scene.add(circle);
}
// Helper function to find the midpoint on the surface
function midpointOnSurface(p1, p2, radius) {
const midpoint = new THREE.Vector3(
(p1.x + p2.x) / 2,
(p1.y + p2.y) / 2.7, //distancia rectificada per facilitat d'us
(p1.z + p2.z) / 2
);
return midpoint.normalize().multiplyScalar(radius);
}
// Helper function to find the midpoint between 3 points on the surface
function midpoint3OnSurface(p1, p2, p3, radius) {
const midpoint = new THREE.Vector3(
(p1.x + p2.x + p3.x) / 3,
(p1.y + p2.y + p3.y) / 3,
(p1.z + p2.z + p3.z) / 3
);
return midpoint.normalize().multiplyScalar(radius);
}
// Create canvas-based text labels
function createTextLabel(text, position, color, fontSize = '36px') {
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
context.font = `${fontSize} 'Roboto'`;
const textWidth = context.measureText(text).width;
canvas.width = textWidth + 20; // Add some padding
canvas.height = parseInt(fontSize) + 20; // Font size + some padding
context.font = `bold ${fontSize} 'Roboto'`;
context.textBaseline = 'top';
context.lineJoin = 'round';
context.lineWidth = 0; // Border thickness
// Draw border
// context.strokeStyle = 'gray';
// context.strokeText(text, 10, 10); // Slightly offset the text to leave space for the border
// Draw text
context.fillStyle = color;
context.fillText(text, 10, 10); // Slightly offset the text to leave space for the border
const texture = new THREE.CanvasTexture(canvas);
const spriteMaterial = new THREE.SpriteMaterial({
map: texture,
depthTest: false, // Disable depth test for sprites
transparent: true // Enable transparency
});
const sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(canvas.width / 100, canvas.height / 100, 1); // Adjust the scale
sprite.position.copy(position);
sprite.userData = { originalOpacity: 1 }; // Store original opacity
scene.add(sprite);
return sprite;
}
// Add main labels
const radius = 5;
const posTEO = new THREE.Vector3(0, radius, 0); // North
const posPRA = new THREE.Vector3(0, -radius, 0); // South
const posOBJ = new THREE.Vector3(radius, 0, 0); // East
const posSUB = new THREE.Vector3(-radius, 0, 0); // West
const posFEN = new THREE.Vector3(0, 0, radius); // Front
const posNOU = new THREE.Vector3(0, 0, -radius); // Rear
const labels = [];
labels.push(createTextLabel('TEO', posTEO, 'black'));
labels.push(createTextLabel('PRA', posPRA, 'black'));
labels.push(createTextLabel('OBJ', posOBJ, 'black'));
labels.push(createTextLabel('SUB', posSUB, 'black'));
labels.push(createTextLabel('FEN', posFEN, 'black'));
labels.push(createTextLabel('NOU', posNOU, 'black'));
// Add extra labels in 36px
const posSTT = midpointOnSurface(posSUB, posTEO, radius);
const posSTM = midpointOnSurface(posSUB, posPRA, radius);
const posSGE = midpointOnSurface(posOBJ, posPRA, radius);
const posSGT = midpointOnSurface(posOBJ, posTEO, radius);
const posANA = midpointOnSurface(posFEN, posTEO, radius);
const posSIN = midpointOnSurface(posNOU, posTEO, radius);
const posEXP = midpointOnSurface(posFEN, posPRA, radius);
const posAMO = midpointOnSurface(posNOU, posPRA, radius);
const posCIE = midpointOnSurface(posFEN, posOBJ, radius);
const posART = midpointOnSurface(posFEN, posSUB, radius);
const posMTF = midpointOnSurface(posNOU, posOBJ, radius);
const posMTP = midpointOnSurface(posNOU, posSUB, radius);
labels.push(createTextLabel('STT', posSTT, 'black', '26px'));
labels.push(createTextLabel('STM', posSTM, 'black', '26px'));
labels.push(createTextLabel('SGE', posSGE, 'black', '26px'));
labels.push(createTextLabel('SGT', posSGT, 'black', '26px'));
labels.push(createTextLabel('ANA', posANA, 'black', '26px'));
labels.push(createTextLabel('SIN', posSIN, 'black', '26px'));
labels.push(createTextLabel('EXP', posEXP, 'black', '26px'));
labels.push(createTextLabel('AMO', posAMO, 'black', '26px'));
labels.push(createTextLabel('CIE', posCIE, 'black', '26px'));
labels.push(createTextLabel('ART', posART, 'black', '26px'));
labels.push(createTextLabel('MTF', posMTF, 'black', '26px'));
labels.push(createTextLabel('MTP', posMTP, 'black', '26px'));
//
const posLOG = midpoint3OnSurface(posTEO, posOBJ, posFEN, radius);
const posEST = midpoint3OnSurface(posTEO, posSUB, posFEN, radius);
const posMIT = midpoint3OnSurface(posTEO, posSUB, posNOU, radius);
const posIDE = midpoint3OnSurface(posTEO, posOBJ, posNOU, radius);
const posTEC = midpoint3OnSurface(posPRA, posOBJ, posFEN, radius);
const posPSI = midpoint3OnSurface(posPRA, posSUB, posFEN, radius);
const posMIS = midpoint3OnSurface(posPRA, posSUB, posNOU, radius);
const posETI = midpoint3OnSurface(posPRA, posOBJ, posNOU, radius);
labels.push(createTextLabel('LOG', posLOG, 'black', '26px'));
labels.push(createTextLabel('EST', posEST, 'black', '26px'));
labels.push(createTextLabel('MIT', posMIT, 'black', '26px'));
labels.push(createTextLabel('IDE', posIDE, 'black', '26px'));
labels.push(createTextLabel('TEC', posTEC, 'black', '26px'));
labels.push(createTextLabel('PSI', posPSI, 'black', '26px'));
labels.push(createTextLabel('MIS', posMIS, 'black', '26px'));
labels.push(createTextLabel('ETI', posETI, 'black', '26px'));
//Orbites
// Create an orbiting circle with a specific distance from the sphere surface
createOrbitingCircle(4.2, 1.5, 2.7, 64);
createOrbitingCircle(4.2, 1.4, 8.5, 64);
// Adjust opacity based on visibility
function updateLabelVisibility() {
labels.forEach(sprite => {
const directionToCamera = camera.position.clone().sub(sprite.position).normalize();
const directionToSprite = sprite.position.clone().normalize();
const dot = directionToCamera.dot(directionToSprite);
sprite.material.opacity = dot < 0 ? 0.2 : sprite.userData.originalOpacity;
sprite.material.needsUpdate = true; // Ensure the material update is applied
});
}
// Sort and render scene
function render() {
//bg image
renderer.autoClear = false;
renderer.clear();
renderer.render(backgroundScene, backgroundCamera);
// Sort the scene by distance from the camera
scene.children.sort((a, b) => {
const distanceA = camera.position.distanceTo(a.position);
const distanceB = camera.position.distanceTo(b.position);
return distanceB - distanceA;
});
renderer.render(scene, camera);
}
// Animation loop
function animate() {
requestAnimationFrame(animate);
controls.update();
updateLabelVisibility();
render();
}
animate();
// Inicial setup
onWindowResize();
</script>
</body>
</html>