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Create index.html
Browse files- index.html +219 -0
index.html
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| 1 |
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<!DOCTYPE html>
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| 2 |
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<html>
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<head>
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<meta charset="utf-8" />
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<title>Babylon.js L-system Fractal Example</title>
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<script src="https://cdn.babylonjs.com/babylon.js"></script>
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<script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
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<style>
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canvas {
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width: 100%;
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height: 100%;
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touch-action: none;
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}
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</style>
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</head>
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<body>
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<canvas id="renderCanvas"></canvas>
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<script>
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window.addEventListener('DOMContentLoaded', function () {
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var canvas = document.getElementById('renderCanvas');
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var engine = new BABYLON.Engine(canvas, true);
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var createScene = function () {
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var scene = new BABYLON.Scene(engine);
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// Create a camera
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var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene);
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// Create a light
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var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
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// Create an array to hold the spheres
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var spheres = [];
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// Load the texture and bump map
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var texture = new BABYLON.Texture("https://www.babylonjs-playground.com/textures/floor.png", scene);
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var bumpMap = new BABYLON.Texture("https://www.babylonjs-playground.com/textures/floor_n.jpg", scene);
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// Define the L-system rules and starting axiom
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var rules = {
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F: "F+F-F-F+F"
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};
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var axiom = "F-F-F-F";
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var angle = Math.PI / 2;
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var length = 1;
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var iterations = 3;
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// Generate the L-system string
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var lSystemString = axiom;
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for (var i = 0; i < iterations; i++) {
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var newString = "";
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for (var j = 0; j < lSystemString.length; j++) {
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var char = lSystemString.charAt(j);
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if (rules[char]) {
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newString += rules[char];
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} else {
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newString += char;
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}
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}
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lSystemString = newString;
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}
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// Create a fountain of spheres that follow the L-system string
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var position = BABYLON.Vector3.Zero();
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var direction = BABYLON.Vector3.Forward();
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for (var i = 0; i < lSystemString.length; i++) {
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var char = lSystemString.charAt(i);
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if (char === "F") {
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// Create a new sphere
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var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", {diameter: length, segments: 16}, scene);
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sphere.position = position.clone();
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sphere.material = new BABYLON.StandardMaterial("texture", scene);
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sphere.material.diffuseTexture = texture;
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sphere.material.bumpTexture = bumpMap;
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spheres.push(sphere);
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// Animate the texture of the sphere
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var textureAnimation = new BABYLON.Animation("textureAnimation", "material.diffuseTexture.uOffset", 60, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
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var keys = [];
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keys.push({frame: 0, value:0});
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keys.push({frame: 100, value: 1});
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textureAnimation.setKeys(keys);
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sphere.material.diffuseTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
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sphere.material.diffuseTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
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sphere.material.diffuseTexture.uScale = 10;
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sphere.material.diffuseTexture.vScale = 10;
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sphere.animations.push(textureAnimation);
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scene.beginAnimation(sphere, 0, 100, true);
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// Animate the sphere
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var animation = new BABYLON.Animation("myAnimation", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
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keys = [];
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keys.push({frame: 0, value: position.clone()});
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position.addInPlace(direction.scale(length));
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keys.push({frame: 100, value: position.clone()});
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animation.setKeys(keys);
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sphere.animations.push(animation);
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scene.beginAnimation(sphere, 0, 100, true);
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} else if (char === "+") {
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// Rotate clockwise
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direction.rotateByQuaternionToRef(BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.Up(), -angle), direction);
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} else if (char === "-") {
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// Rotate counterclockwise
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direction.rotateByQuaternionToRef(BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.Up(), angle), direction);
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}
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}
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return scene;
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}
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var scene = createScene();
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| 198 |
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engine.runRenderLoop(function () {
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scene.render();
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});
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| 205 |
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window.addEventListener('resize', function () {
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engine.resize();
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});
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| 210 |
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});
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</script>
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</body>
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| 218 |
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</html>
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