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// You can find the Turtle API reference here: https://turtletoy.net/syntax Canvas.setpenopacity(1); // Global code will be evaluated once. const turtle = new Turtle(); // Quaternion from Eular angles // https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles function quat(yaw,pitch,roll) { let cy = Math.cos(yaw*0.5); let sy = Math.sin(yaw*0.5); let cp = Math.cos(pitch*0.5); let sp = Math.sin(pitch*0.5); let cr = Math.cos(roll*0.5); let sr = Math.sin(roll*0.5); let w = cy * cp * cr + sy * sp * sr; let x = cy * cp * sr - sy * sp * cr; let y = sy * cp * sr + cy * sp * cr; let z = sy * cp * cr - cy * sp * sr; return [x,y,z,w]; } // ref https://github.com/toji/gl-matrix/blob/master/src/mat4.js // fromRotationTranslationScale // matrix is stored in the row pattern function make_transform(o,pos,quat,scale) { // scale temp vars let sx = scale[0]; let sy = scale[1]; let sz = scale[2]; // translation temp vars let tx = pos[0]; let ty = pos[1]; let tz = pos[2]; //Quat calc temp variables let x = quat[0]; let y = quat[1]; let z = quat[2]; let w = quat[3]; let xx = x*x*2.0; let xy = x*y*2.0; let xz = x*z*2.0; let wx = x*w*2.0; let yy = y*y*2.0; let yz = y*z*2.0; let wy = y*w*2.0; let zz = z*z*2.0; let wz = z*w*2.0; o[0] = (1-yy-zz)*sx; o[1] = (xy-wz)*sy; o[2] = (xz+wy)*sz; o[3] = tx; o[4] = (xy+wz)*sx; o[5] = (1-xx-zz)*sy; o[6] = (yz-wx)*sz; o[7] = ty; o[8] = (xz-wy)*sx; o[9] = (yz+wx)*sy; o[10] = (1-xx-yy)*sz; o[11] = tz; o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1; return o; } function transform_vector(v,m) { let x = v[0], y = v[1], z = v[2], w = v[3]; let o = [0, 0, 0, 0]; o[0] = m[0] * x + m[1] * y + m[2] * z + m[3] * w; o[1] = m[4] * x + m[5] * y + m[6] * z + m[7] * w; o[2] = m[8] * x + m[9] * y + m[10] * z + m[11] * w; o[3] = m[12] * x + m[13] * y + m[14] * z + m[15] * w; return o; } let focus = 200; function project(v){ let x = v[0]; let y = v[1]; let z = v[2]; let s = focus/z; return [x*s,y*s]; } let Mesh = function(verts,edges,tsf) { let out = {} out.verts = verts; out.edges = edges; out.transform = tsf return out; } let PI = Math.PI; let PI2 = Math.PI*2; // fill in the ellipsoid vertice and edge list function make_ellipsoid(nu,nv,a,b,c,madness) { let o = {}; o.edges = []; o.verts = []; let du = 1.0/nu; let dv = 1.0/nv; nu +=1; nv +=1; let u = 0,v = 0; let i = 0,j = 0; // push vertice for(let i=0;i<nu;i++) { u = i*du; for(let j=0;j<nv;j++) { v = j*dv; let theta = u*PI; let phi = v*PI2; let ct = Math.cos(theta); let st = Math.sin(theta); let cp = Math.cos(phi); let sp = Math.sin(phi); let x = a*st*cp*(1-madness*Math.random()*Math.random()); let y = a*st*sp*(1-madness*Math.random()*Math.random()); let z = c*ct*(1 -madness*0.4*Math.random()); o.verts.push([x,y,z,1.0]); //o.verts.push([u,v,1.0,1.0]); } } //link edges for(let i=0;i<nu;i++) { u = i*du; for(let j=0;j<nv;j++) { v = j*dv; let id = i*nv+j; let inext = (i+1)%nu; let jnext = (j+1)%nv; let id_down = i*nv+jnext; let id_right = inext*nv+j; o.edges.push(id,id_down); o.edges.push(id,id_right); } } return o; } function draw_mesh(tctx,mesh) { let edges = mesh.edges; let verts = mesh.verts; let tsf = mesh.transform; for (let i = 0, len = edges.length/2; i < len; i++) { let i0 = edges[2*i]; let i1 = edges[2*i+1]; // perform transform let v0 = transform_vector(verts[i0],tsf); let v1 = transform_vector(verts[i1],tsf); // projection v0 = project(v0); v1 = project(v1); // draw edge tctx.penup(); tctx.goto([v0[0],v0[1]]); tctx.pendown(); tctx.goto([v1[0],v1[1]]); } } function draw_mesh_substep(tctx,mesh,step) { let edges = mesh.edges; let len = edges.length/2; if(step>=len) { return false; } let verts = mesh.verts; let tsf = mesh.transform; let i0 = edges[2*step]; let i1 = edges[2*step+1]; // perform transform let v0 = transform_vector(verts[i0],tsf); let v1 = transform_vector(verts[i1],tsf); // projection v0 = project(v0); v1 = project(v1); // draw edge tctx.penup(); tctx.goto([v0[0],v0[1]]); tctx.pendown(); tctx.goto([v1[0],v1[1]]); return true; } let scale = [1.0,1.0,1.0] let rotation = quat(0.0,PI*0.2,0.26*PI); let position = [0,0,60.]; //transfrom matrix let transform = new Float32Array(16); let transform2 = new Float32Array(16); make_transform(transform,position,rotation,scale); make_transform(transform2,[-7,16,70.],rotation,scale); let core = make_ellipsoid(50,50,4,4,4,0.95); let core_mesh = Mesh(core.verts,core.edges,transform2); let eclip = make_ellipsoid(80,80,15,15,15,0.2); let eclip_mesh = Mesh(eclip.verts,eclip.edges,transform2); let eclip2 = make_ellipsoid(15,15,15*1.5,15*1.5,18*1.5,0.05); let eclip_mesh2 = Mesh(eclip2.verts,eclip2.edges,transform); let eclip3 = make_ellipsoid(15,15,15*1.5,15*1.5,18*1.5,0.05); let eclip_mesh3 = Mesh(eclip3.verts,eclip3.edges,transform); let eclip4 = make_ellipsoid(15,15,15*1.5,20*1.5,18*1.5,0.04); let eclip_mesh4 = Mesh(eclip4.verts,eclip4.edges,transform); let eclip5 = make_ellipsoid(15,15,15*1.5,20*1.5,18*1.5,0.04); let eclip_mesh5 = Mesh(eclip5.verts,eclip5.edges,transform); // The walk function will be called until it returns false. function walk(i) { //draw_mesh(turtle,bottle); draw_mesh_substep(turtle,core_mesh,i); let stop = draw_mesh_substep(turtle,eclip_mesh,i); draw_mesh_substep(turtle,eclip_mesh2,i); draw_mesh_substep(turtle,eclip_mesh3,i); draw_mesh_substep(turtle,eclip_mesh4,i); draw_mesh_substep(turtle,eclip_mesh5,i); return stop; }