File size: 12,769 Bytes
ecc81b3 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 | import { OrbitControls, Text } from "@react-three/drei";
import { Canvas, useFrame, useThree } from "@react-three/fiber";
import { Suspense, useEffect, useMemo, useRef, useState } from "react";
import * as THREE from "three";
import CellLabels from "./CellLabels.jsx";
import { CUBE, makeLayout } from "../layout.js";
import { latticeAxisOf } from "../spec.js";
const BASE = new THREE.Color("#3d4d74");
const SWEPT = new THREE.Color("#6d8ac9");
const FRONT = new THREE.Color("#ffc061");
const KERNEL = new THREE.Color("#9b7cff");
const JOINT = new THREE.Color("#45e3cd");
// How the wavefront reads. The front is a gaussian rather than a hard stripe,
// and what it leaves behind decays with distance instead of switching state:
// a sweep is a continuous process, and drawing it as two flat regions with a
// bright band between them said "three categories of cell" when the truth is
// one moving front and a fading memory of it.
// Sigma of the leading glow, in cells. Deliberately under one cell: a short
// axis has only a handful of slabs, so a sigma of ~1 lit three of four at
// once and the whole lattice read as "front". The wavefront has to stay
// narrower than the thing it moves through.
const FRONT_WIDTH = 0.5;
const TRAIL = 4.5; // cells; e-folding length of the wake
const SWELL = 0.34; // peak scale bump at the front
const _m = new THREE.Matrix4();
const _q = new THREE.Quaternion();
const _p = new THREE.Vector3();
const _s = new THREE.Vector3();
const _c = new THREE.Color();
// Per-frame wavefront colouring and scale. anim is a mutable ref shared with
// the app: { layer: int, progress: 0..1 } β progress lives outside React state
// so the animation never re-renders the tree.
function Lattice({ parsed, layout, anim }) {
const meshRef = useRef();
const count = parsed.cells.length;
const positions = useMemo(
() => parsed.cells.map((c) => layout.position(c)),
[parsed, layout],
);
// Seed the matrices once so a paused first frame is not a pile of cubes at
// the origin; the frame loop overwrites both matrix and colour anyway.
useEffect(() => {
const mesh = meshRef.current;
positions.forEach((p, i) => {
_m.compose(_p.set(p[0], p[1], p[2]), _q.identity(), _s.setScalar(1));
mesh.setMatrixAt(i, _m);
mesh.setColorAt(i, BASE);
});
mesh.instanceMatrix.needsUpdate = true;
mesh.instanceColor.needsUpdate = true;
}, [positions]);
useFrame(() => {
const mesh = meshRef.current;
if (!mesh) return;
const { spec } = parsed;
const layer = spec.layers[anim.current.layer];
const progress = anim.current.progress;
// The family, not the class name: a second kernel-family method would
// have sniffed as a scan and been drawn with a travelling wavefront.
const family = spec.nd_method.family;
const atOnce = family === "kernel" || family === "flatten";
const tint = family === "flatten" ? JOINT : KERNEL;
const axis = layer ? latticeAxisOf(layer, spec) : null;
// Both directionless cases get one *uniform* pulse. A travelling ripple
// would look better and would be a lie: these families have no order
// across cells, and the picture must not imply one.
const pulse = Math.sin(progress * Math.PI) ** 1.5;
const breathe = 0.5 - 0.5 * Math.cos(progress * 2 * Math.PI);
const size = axis === null ? 0 : parsed.shape[axis];
const front = layer && layer.reverse ? (1 - progress) * (size - 1) : progress * (size - 1);
for (let i = 0; i < count; i++) {
let swell = 0;
if (atOnce) {
_c.copy(BASE).lerp(tint, 0.72 * pulse);
swell = 0.5 * pulse;
} else if (axis === null) {
// A time sweep has no lattice direction; the whole grid breathes.
_c.copy(BASE).lerp(SWEPT, breathe);
swell = 0.4 * breathe;
} else {
const c = layout.axisCoord(parsed.cells[i], axis);
const d = c - front;
const behind = layer.reverse ? d > 0 : d < 0;
const glow = Math.exp(-((d / FRONT_WIDTH) ** 2));
// Behind the front stays *visibly* swept however far back it is β
// "which part of the axis is done" is the question the picture
// answers, and a wake that decays to nothing erases the answer. The
// decay rides on top of a floor instead of replacing it.
const wake = behind ? 0.55 + 0.45 * Math.exp(-Math.abs(d) / TRAIL) : 0;
_c.copy(BASE).lerp(SWEPT, wake).lerp(FRONT, glow);
swell = glow;
}
const p = positions[i];
_m.compose(
_p.set(p[0], p[1], p[2]),
_q.identity(),
_s.setScalar(1 + SWELL * swell),
);
mesh.setMatrixAt(i, _m);
mesh.setColorAt(i, _c);
}
mesh.instanceMatrix.needsUpdate = true;
mesh.instanceColor.needsUpdate = true;
});
return (
<instancedMesh ref={meshRef} args={[null, null, count]} key={count}>
<boxGeometry args={[CUBE, CUBE, CUBE]} />
<meshStandardMaterial
roughness={0.38}
metalness={0.22}
envMapIntensity={0.6}
/>
</instancedMesh>
);
}
// Direction arrow for the active layer's swept axis, flipped when reverse. It
// rides *with* the wavefront rather than sitting still, so the arrow and the
// glow are one gesture instead of two things to reconcile.
function SweepArrow({ parsed, layout, anim }) {
const groupRef = useRef();
useFrame(() => {
const g = groupRef.current;
if (!g) return;
const { spec } = parsed;
const layer = spec.layers[anim.current.layer];
const axis = layer ? latticeAxisOf(layer, spec) : null;
const family = spec.nd_method.family;
if (axis === null || family === "kernel" || family === "flatten") {
g.visible = false;
return;
}
g.visible = true;
const sd = layout.dimOf[axis];
const size = parsed.shape[axis];
const margin = 1.35;
const dir = layer.reverse ? -1 : 1;
// axis 1 renders downward, so its on-screen direction flips
const screenDir = sd === 1 ? -dir : dir;
// Ride the front, in the cells' own coordinates. Scaling the screen extent
// instead put the arrow at one end while the glow was at the other,
// because above rank 3 two lattice axes share a screen dimension.
const progress = anim.current.progress;
const front = (layer.reverse ? 1 - progress : progress) * (size - 1);
const along = layout.screenOffset(axis, front);
// Travel along the swept dimension, stand off along a different one, so
// the arrow never flies through the cells it is pointing at.
const p = [0, 0, 0];
p[sd] = along;
if (sd === 1) p[0] = layout.blockExtent[0] / 2 + margin;
else p[1] = layout.blockExtent[1] / 2 + margin;
g.position.set(p[0], p[1], p[2]);
g.rotation.set(0, 0, 0);
if (sd === 0) g.rotation.z = screenDir > 0 ? -Math.PI / 2 : Math.PI / 2;
if (sd === 1) g.rotation.z = screenDir > 0 ? 0 : Math.PI;
if (sd === 2) g.rotation.x = screenDir > 0 ? Math.PI / 2 : -Math.PI / 2;
// Sized to the model, not to the axis: a stride-sized arrow vanished on
// the inner axes, where the stride is one cell.
g.scale.setScalar(Math.max(2.2, layout.radius * 0.34) / 2.4);
});
return (
<group ref={groupRef}>
<mesh>
<cylinderGeometry args={[0.055, 0.055, 1.5, 12]} />
<meshBasicMaterial color="#ffc061" toneMapped={false} transparent opacity={0.9} />
</mesh>
<mesh position={[0, 1.05, 0]}>
<coneGeometry args={[0.24, 0.62, 20]} />
<meshBasicMaterial color="#ffd79a" toneMapped={false} />
</mesh>
</group>
);
}
function AxisLabels({ parsed, layout }) {
const names = parsed.spec.lattice.names.filter((n) => n !== "time");
const labels = [];
// The camera pulls back in proportion to the model, so a fixed world-space
// size is not a fixed *apparent* size: 0.52 was a shout on a 5x7 lattice and
// unreadable on a rank-4 stack. Scaling with the radius keeps it constant.
const fontSize = Math.max(0.3, layout.radius * 0.075);
for (let i = 0; i < Math.min(3, layout.rank); i++) {
const sd = layout.dimOf[i];
const p = [0, 0, 0];
p[sd] = layout.blockExtent[sd] / 2 + 1.15;
if (sd === 1) p[sd] = -p[sd];
labels.push(
<Text
key={i}
position={p}
fontSize={fontSize}
color="#7f8ca6"
outlineWidth={0.012}
outlineColor="#0b0e14"
>
{names[i] ?? `dim${i}`}
</Text>,
);
}
return labels;
}
// Depth cues. Fog fades the far side of a rank-4 stack so the near blocks read
// as near β without it the dimensional stacking is a flat wall of cubes β and
// the floor gives the whole thing somewhere to stand.
function Depth({ layout }) {
const { scene } = useThree();
useEffect(() => {
const r = layout.radius;
scene.fog = new THREE.Fog("#080b11", r * 2.0, r * 6.2);
return () => {
scene.fog = null;
};
}, [scene, layout]);
const y = -layout.blockExtent[1] / 2 - 1.6;
return (
<gridHelper
args={[layout.radius * 7, 22, "#1b2436", "#141b29"]}
position={[0, y, 0]}
/>
);
}
// Reposition the camera when the spec changes. The Canvas itself is never
// remounted β tearing down the WebGL context per sample is how you get
// "THREE.WebGLRenderer: Context Lost" and a permanently black scene.
function Recenter({ layout }) {
const camera = useThree((s) => s.camera);
const controls = useThree((s) => s.controls);
const size = useThree((s) => s.size);
useEffect(() => {
// Fit both axes, not just the vertical one. A fixed multiple of the radius
// frames the model only at a wide aspect: in a tall narrow pane the
// horizontal field of view is far smaller than the vertical, and a
// rank-4 stack β which is wide β fell entirely outside it and rendered a
// black screen. Refits on resize for the same reason.
const fovY = (camera.fov * Math.PI) / 180;
const aspect = Math.max(size.width / Math.max(size.height, 1), 0.01);
const fitV = layout.radius / Math.tan(fovY / 2);
const fitH = layout.radius / Math.tan(fovY / 2) / aspect;
const dist = Math.max(6, Math.max(fitV, fitH) * 1.15);
camera.position.set(dist * 0.62, dist * 0.43, dist * 0.66);
camera.lookAt(0, 0, 0);
camera.far = Math.max(1000, dist * 6);
camera.updateProjectionMatrix();
if (controls) {
controls.target.set(0, 0, 0);
controls.update();
}
}, [layout, camera, controls, size]);
return null;
}
export default function Scene({ parsed, anim, dataShow, cellData }) {
const layout = useMemo(() => makeLayout(parsed.shape), [parsed]);
const dist = Math.max(6, layout.radius * 2.4);
const [touched, setTouched] = useState(false);
return (
<Canvas
camera={{ position: [dist * 0.8, dist * 0.55, dist * 0.85], fov: 42 }}
gl={{ antialias: true, alpha: true }}
dpr={[1, 2]}
>
{/* Key, fill and rim. The rim separates a cube from the cube behind it
once fog has flattened the value range β but it stays cool and weak
on purpose: warm light is the wavefront's job, and an amber rim at
any strength turns every resting cell gold and destroys the one
colour distinction the picture exists to make. */}
<ambientLight intensity={0.72} />
<hemisphereLight args={["#93b4ff", "#0b0e14", 0.35]} />
<directionalLight position={[6, 10, 8]} intensity={1.0} />
<directionalLight position={[-8, -3, -6]} intensity={0.28} color="#7aa2ff" />
<directionalLight position={[-4, 6, -9]} intensity={0.16} color="#cfe0ff" />
<Recenter layout={layout} />
<Depth layout={layout} />
<Lattice
key={
parsed.spec.model.kind + parsed.shape.join("x") + parsed.cells.length
}
parsed={parsed}
layout={layout}
anim={anim}
/>
<SweepArrow parsed={parsed} layout={layout} anim={anim} />
<Suspense fallback={null}>
<CellLabels
key={parsed.cells.length}
parsed={parsed}
layout={layout}
anim={anim}
enabled={!!dataShow}
cellData={cellData}
/>
</Suspense>
<Suspense fallback={null}>
<AxisLabels parsed={parsed} layout={layout} />
</Suspense>
{/* Drifts on its own so a still model still reads as 3-D, and stops
for good the moment the user grabs it β a viewer that keeps pulling
the camera out from under you is worse than one that never moved. */}
<OrbitControls
makeDefault
enableDamping
dampingFactor={0.12}
autoRotate={!touched}
autoRotateSpeed={0.35}
onStart={() => setTouched(true)}
/>
</Canvas>
);
}
|