ブラウザ動作するAutoDeskのTinkercad。
Shape Generatorが気になる今日のこのごろ.
biSphere_180306 @ Shape Generator
main.js
// Convenience Declarations For Dependencies.
// 'Core' Is Configured In Libraries Section.
// Some of these may not be used by this example.
var Conversions = Core.Conversions;
var Debug = Core.Debug;
var Path2D = Core.Path2D;
var Point2D = Core.Point2D;
var Point3D = Core.Point3D;
var Matrix2D = Core.Matrix2D;
var Matrix3D = Core.Matrix3D;
var Mesh3D = Core.Mesh3D;
var Plugin = Core.Plugin;
var Tess = Core.Tess;
var Sketch2D = Core.Sketch2D;
var Solid = Core.Solid;
var Vector2D = Core.Vector2D;
var Vector3D = Core.Vector3D;
//
// v0.2 Mar. 06, 2018
// - mesh.triangle() uses [vrt1], [vrt2], [vrt3]
// v0.1 Mar. 06, 2018
// - branched from [Shape Generator] > [Sphere]
// Template Code:
params = [
{ "id": "r", "displayName": "Radius", "type": "length", "rangeMin": 1.0, "rangeMax": 100.0, "default": 10.0 }
];
function process(params) {
var r = params["r"];
var ndivs = Tess.circleDivisions(r);
var tau = 0.8506508084;
var one = 0.5257311121;
var lod = 0;
while(ndivs > 6){
lod++;
ndivs /= 2;
}
Debug.log(Tess.circleDivisions(r) + " " + lod);
var v = [
[ tau, one, 0.0 ],
[-tau, one, 0.0 ],
[-tau,-one, 0.0 ],
[ tau,-one, 0.0 ],
[ one, 0.0, tau ],
[ one, 0.0,-tau ],
[-one, 0.0,-tau ],
[-one, 0.0, tau ],
[ 0.0, tau, one ],
[ 0.0,-tau, one ],
[ 0.0,-tau,-one ],
[ 0.0, tau,-one ]
];
var tris = [
[ v[4], v[8], v[7] ],
[ v[4], v[7], v[9] ],
[ v[5], v[6],v[11] ],
[ v[5],v[10], v[6] ],
[ v[0], v[4], v[3] ],
[ v[0], v[3], v[5] ],
[ v[2], v[7], v[1] ],
[ v[2], v[1], v[6] ],
[ v[8], v[0],v[11] ],
[ v[8],v[11], v[1] ],
[ v[9],v[10], v[3] ],
[ v[9], v[2],v[10] ],
[ v[8], v[4], v[0] ],
[v[11], v[0], v[5] ],
[ v[4], v[9], v[3] ],
[ v[5], v[3],v[10] ],
[ v[7], v[8], v[1] ],
[ v[6], v[1],v[11] ],
[ v[7], v[2], v[9] ],
[ v[6],v[10], v[2] ]
];
function norm(a) {
var l = Math.sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]);
return [ a[0]/l, a[1]/l, a[2]/l ];
}
function sum(a, b) {
return [ (a[0]+b[0]), (a[1]+b[1]), (a[2]+b[2]) ];
}
function xf(a, s) {
return [ a[0]*s, a[1]*s, a[2]*s + s ];
}
for (var i = 0; i < lod; i++) {
var ntris = [];
for(var j = 0; j < tris.length; j++) {
var ma = norm(sum(tris[j][0], tris[j][1]));
var mb = norm(sum(tris[j][1], tris[j][2]));
var mc = norm(sum(tris[j][2], tris[j][0]));
ntris.push([tris[j][0], ma, mc]);
ntris.push([tris[j][1], mb, ma]);
ntris.push([tris[j][2], mc, mb]);
ntris.push([ma, mb, mc]);
}
tris = ntris;
}
var mesh = new Mesh3D();
for (var oi = 0; oi < 2; oi++) { // oi: outer index
for (var i = 0; i < tris.length; i++) {
var vrt1 = tris[i][0];
var vrt2 = tris[i][1];
var vrt3 = tris[i][2];
var xf1 = xf(vrt1,r);
var xf2 = xf(vrt2,r);
var xf3 = xf(vrt3,r);
if (oi == 0) {
xf1[1] += 2 * r;
xf2[1] += 2 * r;
xf3[1] += 2 * r;
}
mesh.triangle(xf1, xf2, xf3);
}
}
var solid = Solid.make(mesh);
return solid;
}
Public デザイン @ Tinkercad
以下のPublicデザインで閲覧可能。
https://www.tinkercad.com/things/atujtMwlN3R-bisphere180306
備考
N=1024のBallistic cluster-cluster aggregateなどにする場合、1つの球の分解能は粗い方がいいだろう。
パラメータで距離を定義するか。
code v0.3
- パラメータ: Distanceを追加
main.js
// Convenience Declarations For Dependencies.
// 'Core' Is Configured In Libraries Section.
// Some of these may not be used by this example.
var Conversions = Core.Conversions;
var Debug = Core.Debug;
var Path2D = Core.Path2D;
var Point2D = Core.Point2D;
var Point3D = Core.Point3D;
var Matrix2D = Core.Matrix2D;
var Matrix3D = Core.Matrix3D;
var Mesh3D = Core.Mesh3D;
var Plugin = Core.Plugin;
var Tess = Core.Tess;
var Sketch2D = Core.Sketch2D;
var Solid = Core.Solid;
var Vector2D = Core.Vector2D;
var Vector3D = Core.Vector3D;
// v0.3 Mar. 06, 2018
// - add parameter [dist]
// v0.2 Mar. 06, 2018
// - mesh.triangle() uses [vrt1], [vrt2], [vrt3]
// v0.1 Mar. 06, 2018
// - branched from [Shape Generator] > [Sphere]
// Template Code:
params = [
{ "id": "r", "displayName": "Radius", "type": "length", "rangeMin": 1.0, "rangeMax": 100.0, "default": 10.0 },
{ "id": "dist", "displayName": "Distance", "type": "length", "rangeMin": 1.0, "rangeMax": 500.0, "default": 20.0 }
];
function process(params) {
var r = params["r"];
var dist = params["dist"];
var ndivs = Tess.circleDivisions(r);
var tau = 0.8506508084;
var one = 0.5257311121;
var lod = 0;
while(ndivs > 6){
lod++;
ndivs /= 2;
}
Debug.log(Tess.circleDivisions(r) + " " + lod);
var v = [
[ tau, one, 0.0 ],
[-tau, one, 0.0 ],
[-tau,-one, 0.0 ],
[ tau,-one, 0.0 ],
[ one, 0.0, tau ],
[ one, 0.0,-tau ],
[-one, 0.0,-tau ],
[-one, 0.0, tau ],
[ 0.0, tau, one ],
[ 0.0,-tau, one ],
[ 0.0,-tau,-one ],
[ 0.0, tau,-one ]
];
var tris = [
[ v[4], v[8], v[7] ],
[ v[4], v[7], v[9] ],
[ v[5], v[6],v[11] ],
[ v[5],v[10], v[6] ],
[ v[0], v[4], v[3] ],
[ v[0], v[3], v[5] ],
[ v[2], v[7], v[1] ],
[ v[2], v[1], v[6] ],
[ v[8], v[0],v[11] ],
[ v[8],v[11], v[1] ],
[ v[9],v[10], v[3] ],
[ v[9], v[2],v[10] ],
[ v[8], v[4], v[0] ],
[v[11], v[0], v[5] ],
[ v[4], v[9], v[3] ],
[ v[5], v[3],v[10] ],
[ v[7], v[8], v[1] ],
[ v[6], v[1],v[11] ],
[ v[7], v[2], v[9] ],
[ v[6],v[10], v[2] ]
];
function norm(a) {
var l = Math.sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]);
return [ a[0]/l, a[1]/l, a[2]/l ];
}
function sum(a, b) {
return [ (a[0]+b[0]), (a[1]+b[1]), (a[2]+b[2]) ];
}
function xf(a, s) {
return [ a[0]*s, a[1]*s, a[2]*s + s ];
}
for (var i = 0; i < lod; i++) {
var ntris = [];
for(var j = 0; j < tris.length; j++) {
var ma = norm(sum(tris[j][0], tris[j][1]));
var mb = norm(sum(tris[j][1], tris[j][2]));
var mc = norm(sum(tris[j][2], tris[j][0]));
ntris.push([tris[j][0], ma, mc]);
ntris.push([tris[j][1], mb, ma]);
ntris.push([tris[j][2], mc, mb]);
ntris.push([ma, mb, mc]);
}
tris = ntris;
}
var mesh = new Mesh3D();
for (var oi = 0; oi < 2; oi++) { // oi: outer index
for (var i = 0; i < tris.length; i++) {
var vrt1 = tris[i][0];
var vrt2 = tris[i][1];
var vrt3 = tris[i][2];
var xf1 = xf(vrt1,r);
var xf2 = xf(vrt2,r);
var xf3 = xf(vrt3,r);
if (oi == 0) {
xf1[1] += dist;
xf2[1] += dist;
xf3[1] += dist;
}
mesh.triangle(xf1, xf2, xf3);
}
}
var solid = Solid.make(mesh);
return solid;
}
距離を変更できるようになった。
code v0.4
- positions[]を追加
- 半径=1.0となる定義
- 球の位置をpositionsで指定できる
main.js
// Convenience Declarations For Dependencies.
// 'Core' Is Configured In Libraries Section.
// Some of these may not be used by this example.
var Conversions = Core.Conversions;
var Debug = Core.Debug;
var Path2D = Core.Path2D;
var Point2D = Core.Point2D;
var Point3D = Core.Point3D;
var Matrix2D = Core.Matrix2D;
var Matrix3D = Core.Matrix3D;
var Mesh3D = Core.Mesh3D;
var Plugin = Core.Plugin;
var Tess = Core.Tess;
var Sketch2D = Core.Sketch2D;
var Solid = Core.Solid;
var Vector2D = Core.Vector2D;
var Vector3D = Core.Vector3D;
// v0.4 Mar. 07, 2018
// - add positions[] to locate each sphere
// v0.3 Mar. 06, 2018
// - add parameter [dist]
// v0.2 Mar. 06, 2018
// - mesh.triangle() uses [vrt1], [vrt2], [vrt3]
// v0.1 Mar. 06, 2018
// - branched from [Shape Generator] > [Sphere]
// Template Code:
params = [
{ "id": "r", "displayName": "Radius", "type": "length", "rangeMin": 1.0, "rangeMax": 100.0, "default": 10.0 },
{ "id": "dist", "displayName": "Distance", "type": "length", "rangeMin": 1.0, "rangeMax": 500.0, "default": 20.0 }
];
function process(params) {
var r = params["r"];
var dist = params["dist"];
var ndivs = Tess.circleDivisions(r);
var tau = 0.8506508084;
var one = 0.5257311121;
var lod = 0;
while(ndivs > 6){
lod++;
ndivs /= 2;
}
Debug.log(Tess.circleDivisions(r) + " " + lod);
var v = [
[ tau, one, 0.0 ],
[-tau, one, 0.0 ],
[-tau,-one, 0.0 ],
[ tau,-one, 0.0 ],
[ one, 0.0, tau ],
[ one, 0.0,-tau ],
[-one, 0.0,-tau ],
[-one, 0.0, tau ],
[ 0.0, tau, one ],
[ 0.0,-tau, one ],
[ 0.0,-tau,-one ],
[ 0.0, tau,-one ]
];
var tris = [
[ v[4], v[8], v[7] ],
[ v[4], v[7], v[9] ],
[ v[5], v[6],v[11] ],
[ v[5],v[10], v[6] ],
[ v[0], v[4], v[3] ],
[ v[0], v[3], v[5] ],
[ v[2], v[7], v[1] ],
[ v[2], v[1], v[6] ],
[ v[8], v[0],v[11] ],
[ v[8],v[11], v[1] ],
[ v[9],v[10], v[3] ],
[ v[9], v[2],v[10] ],
[ v[8], v[4], v[0] ],
[v[11], v[0], v[5] ],
[ v[4], v[9], v[3] ],
[ v[5], v[3],v[10] ],
[ v[7], v[8], v[1] ],
[ v[6], v[1],v[11] ],
[ v[7], v[2], v[9] ],
[ v[6],v[10], v[2] ]
];
// defined in radius unit
// for touching bisphere, set [2]
var positions = [
[0, 0, 0],
[0, 2, 0]
];
function norm(a) {
var l = Math.sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]);
return [ a[0]/l, a[1]/l, a[2]/l ];
}
function sum(a, b) {
return [ (a[0]+b[0]), (a[1]+b[1]), (a[2]+b[2]) ];
}
function xf(a, s) {
return [ a[0]*s, a[1]*s, a[2]*s + s ];
}
for (var i = 0; i < lod; i++) {
var ntris = [];
for(var j = 0; j < tris.length; j++) {
var ma = norm(sum(tris[j][0], tris[j][1]));
var mb = norm(sum(tris[j][1], tris[j][2]));
var mc = norm(sum(tris[j][2], tris[j][0]));
ntris.push([tris[j][0], ma, mc]);
ntris.push([tris[j][1], mb, ma]);
ntris.push([tris[j][2], mc, mb]);
ntris.push([ma, mb, mc]);
}
tris = ntris;
}
var mesh = new Mesh3D();
for (var oi = 0; oi < 2; oi++) { // oi: outer index
for (var i = 0; i < tris.length; i++) {
var vrt1 = tris[i][0];
var vrt2 = tris[i][1];
var vrt3 = tris[i][2];
var xf1 = xf(vrt1,r);
var xf2 = xf(vrt2,r);
var xf3 = xf(vrt3,r);
for (var pi = 0; pi < 3; pi++) { // pi: position index
xf1[pi] += positions[oi][pi] * dist / 2; // 2: for positions is defined in radisu unit
xf2[pi] += positions[oi][pi] * dist / 2;
xf3[pi] += positions[oi][pi] * dist / 2;
}
mesh.triangle(xf1, xf2, xf3);
}
}
var solid = Solid.make(mesh);
return solid;
}