Done some stuff
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123
sphere.js
123
sphere.js
@@ -1,69 +1,63 @@
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const {cos, sin, sqrt, acos, atan, atan2, abs, PI} = Math
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const clamp = (a, b, x) => x < a ? a : x > b ? b : x
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const cvs = document.createElement('canvas')
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const cvs = document.getElementById("cvs")
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const ctx = cvs.getContext('2d')
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const RADIUS = 150
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const NB_SECTIONS = 6
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const LINE_WIDTH = 3
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const NB_SECTIONS = 6
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const SCALE = devicePixelRatio
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const SCALE = devicePixelRatio
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const width = RADIUS * 2 + 20
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const height = RADIUS * 2 + 20
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cvs.width = width * SCALE
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cvs.height = height * SCALE
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cvs.style.width = `${width }px`
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cvs.style.height = `${height}px`
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let RADIUS, width, height, LINE_WIDTH
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document.body.appendChild(cvs)
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const SPHERE_SIZE = 0.15 // % of viewport width
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const vec = (x = 0, y = 0, z = 0) => ({x, y, z})
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vec.set = (o, x = 0, y = 0, z = 0) => {
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o.x = x
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o.y = y
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o.z = z
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return o
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function resize() {
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const vw = window.innerWidth * SPHERE_SIZE
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RADIUS = Math.round((vw - 20) / 2)
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LINE_WIDTH = vw / 50 // adjust the divisor to taste
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width = RADIUS * 2 + 20
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height = RADIUS * 2 + 20
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cvs.width = width * SCALE
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cvs.height = height * SCALE
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cvs.style.width = `${SPHERE_SIZE * 100}vw`
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cvs.style.height = `${SPHERE_SIZE * 100}vw`
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ctx.setTransform(SCALE, 0, 0, SCALE, 0, 0)
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ctx.fillStyle = '#071c2dff'
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ctx.lineCap = 'round'
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}
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const X = vec(1, 0, 0)
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const Y = vec(0, 1, 0)
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const Z = vec(0, 0, 1)
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resize()
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window.addEventListener('resize', resize)
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// orientation of camera
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let theta, phi
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const vec = (x = 0, y = 0, z = 0) => ({x, y, z})
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vec.set = (o, x = 0, y = 0, z = 0) => { o.x = x; o.y = y; o.z = z; return o }
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const Z = vec(0, 0, 1)
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function project(o, {x, y, z}) {
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let ct = cos(theta), st = sin(theta)
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let cp = cos(phi), sp = sin(phi)
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// original projection
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let a = x * ct + y * st
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let a = x * ct + y * st
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let px = y * ct - x * st
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let py = cp * z - sp * a
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let pz = cp * a + sp * z
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// --- add subtle right tilt (KEY PART) ---
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let tilt = -0.2
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let cr = cos(tilt), sr = sin(tilt)
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let tx = cr * px - sr * pz
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let tz = sr * px + cr * pz
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return vec.set(o, tx, py, tz)
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}
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// draw camera-facing section of sphere with normal v and offset o (-1 < o < 1)
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const _p = vec()
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function draw_section(n, o = 0) {
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let {x, y, z} = project(_p, n) // project normal on camera
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let a = atan2(y, x) // angle of projected normal -> angle of ellipse
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let ry = sqrt(1 - o * o) // radius of section -> y-radius of ellipse
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let rx = ry * abs(z) // x-radius of ellipse
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let {x, y, z} = project(_p, n)
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let a = atan2(y, x)
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let ry = sqrt(1 - o * o)
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let rx = ry * abs(z)
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let W = sqrt(x * x + y * y)
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let sa = acos(clamp(-1, 1, o * (1 / W - W) / rx)) // ellipse start angle
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let sb = z > 0 ? 2 * PI - sa : - sa // ellipse end angle
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let sa = acos(clamp(-1, 1, o * (1 / W - W) / rx))
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let sb = z > 0 ? 2 * PI - sa : -sa
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ctx.beginPath()
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ctx.ellipse(x * o * RADIUS, y * o * RADIUS, rx * RADIUS, ry * RADIUS, a, sa, sb, z <= 0)
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ctx.stroke()
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@@ -71,67 +65,40 @@ function draw_section(n, o = 0) {
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const _n = vec()
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function draw_arcs() {
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if (with_great_circles.checked)
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for (let i = NB_SECTIONS; i--;) {
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let a = i / NB_SECTIONS * Math.PI
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draw_section(vec.set(_n, cos(a), sin(a)))
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}
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for (let i = NB_SECTIONS; i--;) {
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let a = i / NB_SECTIONS * PI
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draw_section(vec.set(_n, cos(a), sin(a)))
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}
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for (let i = NB_SECTIONS - 1; i--;) {
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let a = (i + 1) / NB_SECTIONS * Math.PI
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let a = (i + 1) / NB_SECTIONS * PI
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draw_section(Z, cos(a))
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if (with_sections.checked) {
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draw_section(X, cos(a))
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draw_section(Y, cos(a))
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}
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}
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}
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const front_grad = ctx.createRadialGradient(0, 0, RADIUS * 2 / 3, 0, 0, RADIUS)
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const back_grad = ctx.createRadialGradient(0, 0, RADIUS * 2 / 3, 0, 0, RADIUS)
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front_grad.addColorStop(0, '#8bc8feff')
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front_grad.addColorStop(1, '#8bc8feff')
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back_grad.addColorStop(1, '#8bc8feff')
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back_grad.addColorStop(0, '#8bc8feff')
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ctx.fillStyle = '#071c2dff'
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ctx.lineCap = 'round'
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ctx.scale(SCALE, SCALE)
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function render() {
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requestAnimationFrame(render)
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theta = performance.now() / 6000 * PI
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phi = 1
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// 1. change the basis of the canvas
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ctx.save()
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ctx.fillRect(0, 0, width, height)
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ctx.clearRect(0, 0, width, height)
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ctx.translate(width >> 1, height >> 1)
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ctx.scale(1, -1)
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// 2. draw back arcs
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if (with_back.checked) {
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ctx.lineWidth = LINE_WIDTH / 2
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ctx.strokeStyle = with_gradient.checked ? back_grad : '#8bc8feff'
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ctx.scale(-1, -1) // the trick is to flip the canvas
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draw_arcs()
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ctx.scale(-1, -1)
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}
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// 3. draw sphere border
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ctx.strokeStyle = with_gradient.checked ? '#8bc8feff' : '#8bc8feff'
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ctx.lineWidth = LINE_WIDTH / 2
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ctx.strokeStyle = '#8bc8feff'
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ctx.scale(-1, -1)
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draw_arcs()
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ctx.scale(-1, -1)
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ctx.strokeStyle = '#8bc8feff'
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ctx.lineWidth = LINE_WIDTH + 2
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ctx.beginPath()
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ctx.arc(0, 0, RADIUS, 0, 2 * Math.PI)
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ctx.arc(0, 0, RADIUS, 0, 2 * PI)
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ctx.stroke()
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// 4. draw front arcs
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ctx.lineWidth = LINE_WIDTH
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ctx.strokeStyle = with_gradient.checked ? front_grad : '#8bc8feff'
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ctx.strokeStyle = '#8bc8feff'
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draw_arcs()
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ctx.restore()
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}
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