pipes/main.js

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// TODO: chore: embed dependencies
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// TODO: refactor: make cap/end naming consistent
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// TODO: refactor: extract components to different files
// TODO: feat: check xr support
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// TODO: feat: detect hands
// TODO: feat: detect surfaces
// TODO: feat: anchor between sessions
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// TODO: feat: depth
// https://medium.com/@ramithrodrigo/webxr-device-api-depth-sensing-an-introduction-72accf544e3d
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// TODO: feat: generate random puzzle
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import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
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import { ARButton } from 'three/addons/webxr/ARButton.js';
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// Initialise scene
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({ alpha: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.xr.enabled = true;
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document.body.appendChild(renderer.domElement);
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document.body.appendChild(ARButton.createButton(renderer));
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// Set up lights
const ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
directionalLight.position.set(1, 3, 2);
scene.add(directionalLight);
scene.add(directionalLight.target);
// Position the camera
camera.position.z = 5;
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const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.update();
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// Make materials
const redMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000 });
const greenMaterial = new THREE.MeshLambertMaterial({ color: 0x00ff00 });
const blueMaterial = new THREE.MeshLambertMaterial({ color: 0x0000ff });
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function makeCylinder(material) {
const radius = .25;
const height = 1;
const radialSegments = 8;
const geometry = new THREE.CylinderGeometry(radius, radius, height, radialSegments);
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
return mesh;
}
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class CornerCurve extends THREE.Curve {
constructor(scale) {
super();
this.scale = scale;
}
getPoint(t) {
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const tx = 0;
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const ty = Math.cos(.5 * Math.PI * t) * this.scale - .5;
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const tz = -Math.sin(.5 * Math.PI * t) * this.scale + .5;
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return new THREE.Vector3(tx, ty, tz);
}
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}
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function makeCorner(material) {
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const path = new CornerCurve(.5);
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const tubularSegments = 20;
const radius = .25;
const radialSegments = 8;
const closed = false;
const geometry = new THREE.TubeGeometry(path, tubularSegments, radius, radialSegments, closed);
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const mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
return mesh;
}
function makeCap(material) {
const radius = .25;
const height = .5;
const radialSegments = 8;
const cylinder = new THREE.CylinderGeometry(radius, radius, height, radialSegments);
// Shift cylinder vertices down
const positionAttribute = cylinder.getAttribute('position');
const vertex = new THREE.Vector3();
for (let i = 0; i < positionAttribute.count; i++) {
vertex.fromBufferAttribute(positionAttribute, i);
positionAttribute.setXYZ(i, vertex.x, vertex.y - .25, vertex.z);
}
const sphereRadius = .375;
const widthSegments = 12;
const heightSegments = 8;
const sphere = new THREE.SphereGeometry(sphereRadius, widthSegments, heightSegments);
var capGeometry = BufferGeometryUtils.mergeGeometries([cylinder, sphere], false);
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const mesh = new THREE.Mesh(capGeometry, material);
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scene.add(mesh);
return mesh;
}
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const PIECE_TYPE_END = 0;
const PIECE_TYPE_CORNER = 1;
const PIECE_TYPE_STRAIGHT = 2;
// Piece encoding
//
// Each piece can be aligned to either one or two faces of a cube. We associate each face
// of a cube with the position of a bit in a 6-bit number, starting with the bottom face,
// clockwise (looking up) around the middle faces starting with the closest face to the
// viewer, and ending with the top face.
//
// 32
//
// +---------+
// /| /|
// / | 8 / |
// 16 +---------+ | 4
// | +------|--+
// | / 2 | /
// |/ |/
// +---------+
//
// 1
//
// Ends are associated with one face, corners with two adjacent faces and lines with
// two opposing faces.
//
// To correctly orient pieces we need to associate an encoding with a particular orientation
// of a mesh. Orientations are 3D vectors containing multiples of 90º rotations around the x,
// y and z axes.
const encodings = new Map();
// End pieces
encodings.set(1, {type: PIECE_TYPE_END, rotation: new THREE.Vector3(0, 0, 0)});
encodings.set(2, {type: PIECE_TYPE_END, rotation: new THREE.Vector3(3, 0, 0)});
encodings.set(4, {type: PIECE_TYPE_END, rotation: new THREE.Vector3(0, 0, 1)});
encodings.set(8, {type: PIECE_TYPE_END, rotation: new THREE.Vector3(1, 0, 0)});
encodings.set(16, {type: PIECE_TYPE_END, rotation: new THREE.Vector3(0, 0, 3)});
encodings.set(32, {type: PIECE_TYPE_END, rotation: new THREE.Vector3(2, 0, 0)});
// Corners
encodings.set(1|2, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(0, 0, 0)});
encodings.set(1|4, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(0, 1, 0)});
encodings.set(1|8, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(0, 2, 0)});
encodings.set(1|16, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(0, 3, 0)});
encodings.set(32|2, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(2, 2, 0)});
encodings.set(32|4, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(2, 1, 0)});
encodings.set(32|8, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(2, 0, 0)});
encodings.set(32|16,{type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(2, 3, 0)});
encodings.set(2|4, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(0, 0, 1)});
encodings.set(4|8, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(0, 1, 1)});
encodings.set(8|16, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(1, 3, 0)});
encodings.set(16|2, {type: PIECE_TYPE_CORNER, rotation: new THREE.Vector3(0, 0, 3)});
// Straights
encodings.set(1|32, {type: PIECE_TYPE_STRAIGHT, rotation: new THREE.Vector3(0, 0, 0)});
encodings.set(2|8, {type: PIECE_TYPE_STRAIGHT, rotation: new THREE.Vector3(1, 0, 0)});
encodings.set(4|16, {type: PIECE_TYPE_STRAIGHT, rotation: new THREE.Vector3(0, 0, 1)});
function makePiece(code) {
const pieceData = encodings.get(code);
let mesh = null;
switch (pieceData.type) {
case PIECE_TYPE_END:
mesh = makeCap(blueMaterial);
break;
case PIECE_TYPE_CORNER:
mesh = makeCorner(greenMaterial);
break;
case PIECE_TYPE_STRAIGHT:
mesh = makeCylinder(redMaterial);
break;
}
const rotation = pieceData.rotation;
mesh.rotation.x = rotation.x * Math.PI * .5;
mesh.rotation.y = rotation.y * Math.PI * .5;
mesh.rotation.z = rotation.z * Math.PI * .5;
return mesh;
}
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let meshes = [];
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function addPieceGrid() {
const encodingsArray = [...encodings.entries()];
encodingsArray.forEach(([key, value], index) => {
let mesh = makePiece(key);
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// Arrange pieces in a grid
const sideLength = Math.round(Math.sqrt(encodingsArray.length));
mesh.position.x = (Math.floor(index % sideLength) - sideLength * .5) * 1.2;
mesh.position.y = (Math.floor(index / sideLength) - sideLength * .5) * 1.2;
meshes.push(mesh);
});
}
function addTestPuzzle() {
let puzzleData = [
[4, -1, 1, 1],
[4|16, 0, 1, 1],
[16|8, 1, 1, 1],
[2|8, 1, 1, 0],
[2|16, 1, 1, -1],
[16|4, 0, 1, -1],
[4|2, -1, 1, -1],
[8|4, -1, 1, 0],
[16|1, 0, 1, 0],
[32|4, 0, 0, 0],
[16|8, 1, 0, 0],
[2|16, 1, 0, -1],
[4|16, 0, 0, -1],
[4|2, -1, 0, -1],
[8|2, -1, 0, 0],
[8|4, -1, 0, 1],
[16|4, 0, 0, 1],
[16|1, 1, 0, 1],
[32|16, 1, -1, 1],
[4|16, 0, -1, 1],
[4|8, -1, -1, 1],
[2|8, -1, -1, 0],
[2|4, -1, -1, -1],
[16|4, 0, -1, -1],
[16|2, 1, -1, -1],
[8|16, 1, -1, 0],
[4, 0, -1, 0]
];
for (var i = 0; i < puzzleData.length; i++) {
const datum = puzzleData[i];
const key = datum[0];
const mesh = makePiece(key);
mesh.position.set(datum[1], datum[2], datum[3]);
meshes.push(mesh);
}
}
//addPieceGrid();
addTestPuzzle();
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window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
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renderer.setAnimationLoop(() => {
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controls.update();
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renderer.render(scene, camera);
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});