Sphere n all

This commit is contained in:
Ayabusa
2026-03-25 16:00:09 +01:00
parent 0303abf802
commit 7c0fe5d697
3 changed files with 139 additions and 0 deletions

View File

@@ -80,6 +80,7 @@
<path d="m3.86 8.753 5.482 4.796c.646.566 1.658.106 1.658-.753V3.204a1 1 0 0 0-1.659-.753l-5.48 4.796a1 1 0 0 0 0 1.506z"/>
</svg>
</a>
<script src="sphere.js"></script>
</div>
<div class="w-[45vw] space-y-[3vw]">
<div class="outline-[0.7vw] p-[0.7vw]">

View File

138
sphere.js Normal file
View File

@@ -0,0 +1,138 @@
const {cos, sin, sqrt, acos, atan, atan2, abs, PI} = Math
const clamp = (a, b, x) => x < a ? a : x > b ? b : x
const cvs = document.createElement('canvas')
const ctx = cvs.getContext('2d')
const RADIUS = 150
const NB_SECTIONS = 6
const LINE_WIDTH = 3
const SCALE = devicePixelRatio
const width = RADIUS * 2 + 20
const height = RADIUS * 2 + 20
cvs.width = width * SCALE
cvs.height = height * SCALE
cvs.style.width = `${width }px`
cvs.style.height = `${height}px`
document.body.appendChild(cvs)
const vec = (x = 0, y = 0, z = 0) => ({x, y, z})
vec.set = (o, x = 0, y = 0, z = 0) => {
o.x = x
o.y = y
o.z = z
return o
}
const X = vec(1, 0, 0)
const Y = vec(0, 1, 0)
const Z = vec(0, 0, 1)
// orientation of camera
let theta, phi
function project(o, {x, y, z}) {
let ct = cos(theta), st = sin(theta)
let cp = cos(phi), sp = sin(phi)
// original projection
let a = x * ct + y * st
let px = y * ct - x * st
let py = cp * z - sp * a
let pz = cp * a + sp * z
// --- add subtle right tilt (KEY PART) ---
let tilt = -0.2
let cr = cos(tilt), sr = sin(tilt)
let tx = cr * px - sr * pz
let tz = sr * px + cr * pz
return vec.set(o, tx, py, tz)
}
// draw camera-facing section of sphere with normal v and offset o (-1 < o < 1)
const _p = vec()
function draw_section(n, o = 0) {
let {x, y, z} = project(_p, n) // project normal on camera
let a = atan2(y, x) // angle of projected normal -> angle of ellipse
let ry = sqrt(1 - o * o) // radius of section -> y-radius of ellipse
let rx = ry * abs(z) // x-radius of ellipse
let W = sqrt(x * x + y * y)
let sa = acos(clamp(-1, 1, o * (1 / W - W) / rx)) // ellipse start angle
let sb = z > 0 ? 2 * PI - sa : - sa // ellipse end angle
ctx.beginPath()
ctx.ellipse(x * o * RADIUS, y * o * RADIUS, rx * RADIUS, ry * RADIUS, a, sa, sb, z <= 0)
ctx.stroke()
}
const _n = vec()
function draw_arcs() {
if (with_great_circles.checked)
for (let i = NB_SECTIONS; i--;) {
let a = i / NB_SECTIONS * Math.PI
draw_section(vec.set(_n, cos(a), sin(a)))
}
for (let i = NB_SECTIONS - 1; i--;) {
let a = (i + 1) / NB_SECTIONS * Math.PI
draw_section(Z, cos(a))
if (with_sections.checked) {
draw_section(X, cos(a))
draw_section(Y, cos(a))
}
}
}
const front_grad = ctx.createRadialGradient(0, 0, RADIUS * 2 / 3, 0, 0, RADIUS)
const back_grad = ctx.createRadialGradient(0, 0, RADIUS * 2 / 3, 0, 0, RADIUS)
front_grad.addColorStop(0, '#8bc8feff')
front_grad.addColorStop(1, '#8bc8feff')
back_grad.addColorStop(1, '#8bc8feff')
back_grad.addColorStop(0, '#8bc8feff')
ctx.fillStyle = '#071c2dff'
ctx.lineCap = 'round'
ctx.scale(SCALE, SCALE)
function render() {
requestAnimationFrame(render)
theta = performance.now() / 6000 * PI
phi = 1
// 1. change the basis of the canvas
ctx.save()
ctx.fillRect(0, 0, width, height)
ctx.translate(width >> 1, height >> 1)
ctx.scale(1, -1)
// 2. draw back arcs
if (with_back.checked) {
ctx.lineWidth = LINE_WIDTH / 2
ctx.strokeStyle = with_gradient.checked ? back_grad : '#8bc8feff'
ctx.scale(-1, -1) // the trick is to flip the canvas
draw_arcs()
ctx.scale(-1, -1)
}
// 3. draw sphere border
ctx.strokeStyle = with_gradient.checked ? '#8bc8feff' : '#8bc8feff'
ctx.lineWidth = LINE_WIDTH + 2
ctx.beginPath()
ctx.arc(0, 0, RADIUS, 0, 2 * Math.PI)
ctx.stroke()
// 4. draw front arcs
ctx.lineWidth = LINE_WIDTH
ctx.strokeStyle = with_gradient.checked ? front_grad : '#8bc8feff'
draw_arcs()
ctx.restore()
}
requestAnimationFrame(render)