Of Cubes, apparently
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Canvas.setpenopacity(0.04); // gl-matrix EPSILON = 0.00001; halfToRad = 0.5 * Math.PI / 180.0; function vec4() { this.transformMat4 = function(out, a, m) { let x = a[0], y = a[1], z = a[2], w = a[3]; out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; return out; } } function mat4() { this.create = function() { return new Float32Array(16) } this.identity = function(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } this.lookAt = function(out, eye, center, up) { let x0, x1, x2, y0, y1, y2, z0, z1, z2, len; let eyex = eye[0]; let eyey = eye[1]; let eyez = eye[2]; let upx = up[0]; let upy = up[1]; let upz = up[2]; let centerx = center[0]; let centery = center[1]; let centerz = center[2]; if (Math.abs(eyex - centerx) < EPSILON && Math.abs(eyey - centery) < EPSILON && Math.abs(eyez - centerz) < EPSILON) { return identity(out); } z0 = eyex - centerx; z1 = eyey - centery; z2 = eyez - centerz; len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); z0 *= len; z1 *= len; z2 *= len; x0 = upy * z2 - upz * z1; x1 = upz * z0 - upx * z2; x2 = upx * z1 - upy * z0; len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); if (!len) { x0 = 0; x1 = 0; x2 = 0; } else { len = 1 / len; x0 *= len; x1 *= len; x2 *= len; } y0 = z1 * x2 - z2 * x1; y1 = z2 * x0 - z0 * x2; y2 = z0 * x1 - z1 * x0; len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); if (!len) { y0 = 0; y1 = 0; y2 = 0; } else { len = 1 / len; y0 *= len; y1 *= len; y2 *= len; } out[0] = x0; out[1] = y0; out[2] = z0; out[3] = 0; out[4] = x1; out[5] = y1; out[6] = z1; out[7] = 0; out[8] = x2; out[9] = y2; out[10] = z2; out[11] = 0; out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); out[15] = 1; return out; } this.multiply = function(out, a, b) { let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; let a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; let a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; let a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; // Cache only the current line of the second matrix let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; return out; } this.perspective = function(out, fovy, aspect, near, far) { let f = 1.0 / Math.tan(fovy / 2), nf; out[0] = f / aspect; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[11] = -1; out[12] = 0; out[13] = 0; out[15] = 0; if (far != null && far !== Infinity) { nf = 1 / (near - far); out[10] = (far + near) * nf; out[14] = (2 * far * near) * nf; } else { out[10] = -1; out[14] = -2 * near; } return out; } this.fromRotationTranslationScale = function(out, q, v, s) { // Quaternion math let x = q[0], y = q[1], z = q[2], w = q[3]; let x2 = x + x; let y2 = y + y; let z2 = z + z; let xx = x * x2; let xy = x * y2; let xz = x * z2; let yy = y * y2; let yz = y * z2; let zz = z * z2; let wx = w * x2; let wy = w * y2; let wz = w * z2; let sx = s[0]; let sy = s[1]; let sz = s[2]; out[0] = (1 - (yy + zz)) * sx; out[1] = (xy + wz) * sx; out[2] = (xz - wy) * sx; out[3] = 0; out[4] = (xy - wz) * sy; out[5] = (1 - (xx + zz)) * sy; out[6] = (yz + wx) * sy; out[7] = 0; out[8] = (xz + wy) * sz; out[9] = (yz - wx) * sz; out[10] = (1 - (xx + yy)) * sz; out[11] = 0; out[12] = v[0]; out[13] = v[1]; out[14] = v[2]; out[15] = 1; return out; } } function quat() { this.fromEuler = function(out, x, y, z) { x *= halfToRad; y *= halfToRad; z *= halfToRad; let sx = Math.sin(x); let cx = Math.cos(x); let sy = Math.sin(y); let cy = Math.cos(y); let sz = Math.sin(z); let cz = Math.cos(z); out[0] = sx * cy * cz - cx * sy * sz; out[1] = cx * sy * cz + sx * cy * sz; out[2] = cx * cy * sz - sx * sy * cz; out[3] = cx * cy * cz + sx * sy * sz; return out; } } vec4 = new vec4() // mimic static functions behavior quat = new quat() mat4 = new mat4() // end gl-matrix // classes function Cube() { this.vertices = [ //+z [1, 1, 1], [-1, 1, 1], [1, -1, 1], [-1, -1, 1], //-z [1, 1, -1], [-1, 1, -1], [1, -1, -1], [-1, -1, -1], ]; this.indices = [ 0, 3, 2, 0, 1, 3, 5, 6, 7, 5, 4, 6, 1, 7, 3, 1, 5, 7, 4, 2, 6, 4, 0, 2, 0, 5, 1, 0, 4, 5, 6, 3, 7, 6, 2, 3, ]; this.position = [0, 0, 0] this.rotation = [0, 0, 0, 1] this.scale = [1, 1, 1] } function Camera() { this.position = [0, 0, -3] this.lookAt = [0, 0, 3] } // scene camera = new Camera() camera.position = [0, 0, -3] camera.lookAt = [0, 0, 3] const dofAmount = 1.75 const cubeScale = 0.05 const numCubes = 300 cubes = [] for (p = 0; p < numCubes; p++) { let cube = new Cube() progress = (p / numCubes) * 2 - 0.5 cube.position = [ Math.sin(6 * Math.PI * progress) * 2 * (0.5 + progress * 0.5), 2 * (progress * 2 - 1), Math.cos(6 * Math.PI * progress) * (0.5 + progress * 0.5) ] // move backward and outward // cube.position[0] *= 1 + cube.position[2] * 3 // cube.position[1] *= 1 + cube.position[2] * 3 // cube.position[2] = cube.position[2] * 2 + 1 quat.fromEuler(cube.rotation, rand() * 180, rand() * 180, rand() * 180) cube.scale = [cubeScale, cubeScale, cubeScale] cubes.push(cube) } cameraMatrix = mat4.create() mat4.lookAt(cameraMatrix, camera.position, camera.lookAt, [0,1,0]) projectionMatrix = mat4.create(); mat4.perspective(projectionMatrix, 0.75, 1, 1, 1000) modelMatrix = mat4.create() finalMatrix = mat4.create() // prepare 2D points lineStrips = [] for (cube of cubes) { let points = renderPoints(cube.vertices, cube.indices, cube.position, cube.rotation, cube.scale) lineStrips.push(points) } function renderPoints(vertices, indices, position, rotation, scale) { mat4.fromRotationTranslationScale(modelMatrix, rotation, position, scale) mat4.multiply(finalMatrix, cameraMatrix, modelMatrix) mat4.multiply(finalMatrix, projectionMatrix, finalMatrix) let points = [] for (index of indices) { let vertex = vertices[index] vertex = vertex.concat(1) vec4.transformMat4(vertex, vertex, finalMatrix) x = vertex[0] / vertex[3] y = vertex[1] / vertex[3] z = vertex[2] / vertex[3] // to canvas coords x = -x * 50 y = -y * 50 points.push([x, y, z]) } return points } // actual drawing const turtle = new Turtle(); function walk(i) { lineStrip = lineStrips[i] for (j = 0; j < 10; j++) { let end = lineStrip[lineStrip.length - 1] turtle.penup() turtle.goto(end) turtle.pendown() for (point3D of lineStrip) { point = [point3D[0] + rand() * point3D[2] * dofAmount, point3D[1] + rand() * point3D[2] * dofAmount] turtle.goto(point) } } return i < lineStrips.length - 1 } function rand() { return Math.random() * 2 - 1; }