pipes/main.js

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// TODO: corner mesh
// TODO: cylinder mesh
// TODO: end point mesh
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import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.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);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// 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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// Make cubes
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function makeCube(xCoord, material) {
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const geometry = new THREE.BoxGeometry();
const cube = new THREE.Mesh(geometry, material);
cube.position.set(xCoord, 0, 0);
scene.add(cube);
return cube;
}
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class CornerCurve extends THREE.Curve {
constructor(scale) {
super();
this.scale = scale;
}
getPoint(t) {
const tx = (Math.sin(.5 * Math.PI * t) -.5) * this.scale;
const ty = (Math.cos(.5 * Math.PI * t) -.5) * this.scale;
const tz = 0;
return new THREE.Vector3(tx, ty, tz);
}
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}
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function makeCorner(material) {
const path = new CornerCurve(.75);
const tubularSegments = 20;
const radius = .25;
const radialSegments = 8;
const closed = false;
const geometry = new THREE.TubeGeometry(path, tubularSegments, radius, radialSegments, closed);
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
return mesh;
}
let meshes = [];
meshes.push(makeCube(-2, redMaterial));
meshes.push(makeCorner(greenMaterial));
meshes.push(makeCube(2, blueMaterial));
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// Animation loop
function animate() {
requestAnimationFrame(animate);
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for (let i = 0; i < meshes.length; i++) {
const cube = meshes[i];
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cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
}
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controls.update();
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renderer.render(scene, camera);
}
animate();