222 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			222 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import { Vector3 } from 'three';
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								/**
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								 * Generates 2D-Coordinates in a very fast way.
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								 *
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								 * Based on work by:
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								 * @link http://www.openprocessing.org/sketch/15493
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								 *
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								 * @param center     Center of Hilbert curve.
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								 * @param size       Total width of Hilbert curve.
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								 * @param iterations Number of subdivisions.
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								 * @param v0         Corner index -X, -Z.
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								 * @param v1         Corner index -X, +Z.
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								 * @param v2         Corner index +X, +Z.
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								 * @param v3         Corner index +X, -Z.
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								 */
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								function hilbert2D( center = new Vector3( 0, 0, 0 ), size = 10, iterations = 1, v0 = 0, v1 = 1, v2 = 2, v3 = 3 ) {
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									const half = size / 2;
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									const vec_s = [
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										new Vector3( center.x - half, center.y, center.z - half ),
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										new Vector3( center.x - half, center.y, center.z + half ),
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										new Vector3( center.x + half, center.y, center.z + half ),
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										new Vector3( center.x + half, center.y, center.z - half )
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									];
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									const vec = [
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										vec_s[ v0 ],
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										vec_s[ v1 ],
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										vec_s[ v2 ],
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										vec_s[ v3 ]
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									];
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									// Recurse iterations
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									if ( 0 <= -- iterations ) {
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										return [
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											...hilbert2D( vec[ 0 ], half, iterations, v0, v3, v2, v1 ),
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											...hilbert2D( vec[ 1 ], half, iterations, v0, v1, v2, v3 ),
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											...hilbert2D( vec[ 2 ], half, iterations, v0, v1, v2, v3 ),
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											...hilbert2D( vec[ 3 ], half, iterations, v2, v1, v0, v3 )
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										];
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									}
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									// Return complete Hilbert Curve.
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									return vec;
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								}
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								/**
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								 * Generates 3D-Coordinates in a very fast way.
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								 *
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								 * Based on work by:
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								 * @link https://openprocessing.org/user/5654
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								 *
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								 * @param center     Center of Hilbert curve.
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								 * @param size       Total width of Hilbert curve.
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								 * @param iterations Number of subdivisions.
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								 * @param v0         Corner index -X, +Y, -Z.
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								 * @param v1         Corner index -X, +Y, +Z.
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								 * @param v2         Corner index -X, -Y, +Z.
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								 * @param v3         Corner index -X, -Y, -Z.
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								 * @param v4         Corner index +X, -Y, -Z.
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								 * @param v5         Corner index +X, -Y, +Z.
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								 * @param v6         Corner index +X, +Y, +Z.
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								 * @param v7         Corner index +X, +Y, -Z.
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								 */
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								function hilbert3D( center = new Vector3( 0, 0, 0 ), size = 10, iterations = 1, v0 = 0, v1 = 1, v2 = 2, v3 = 3, v4 = 4, v5 = 5, v6 = 6, v7 = 7 ) {
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									// Default Vars
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									const half = size / 2;
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									const vec_s = [
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										new Vector3( center.x - half, center.y + half, center.z - half ),
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										new Vector3( center.x - half, center.y + half, center.z + half ),
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										new Vector3( center.x - half, center.y - half, center.z + half ),
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										new Vector3( center.x - half, center.y - half, center.z - half ),
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										new Vector3( center.x + half, center.y - half, center.z - half ),
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										new Vector3( center.x + half, center.y - half, center.z + half ),
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										new Vector3( center.x + half, center.y + half, center.z + half ),
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										new Vector3( center.x + half, center.y + half, center.z - half )
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									];
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									const vec = [
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										vec_s[ v0 ],
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										vec_s[ v1 ],
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										vec_s[ v2 ],
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										vec_s[ v3 ],
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										vec_s[ v4 ],
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										vec_s[ v5 ],
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										vec_s[ v6 ],
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										vec_s[ v7 ]
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									];
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									// Recurse iterations
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									if ( -- iterations >= 0 ) {
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										return [
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											...hilbert3D( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ),
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											...hilbert3D( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ),
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											...hilbert3D( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ),
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											...hilbert3D( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ),
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											...hilbert3D( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ),
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											...hilbert3D( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ),
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											...hilbert3D( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ),
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											...hilbert3D( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 )
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										];
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									}
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									// Return complete Hilbert Curve.
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									return vec;
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								}
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								/**
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								 * Generates a Gosper curve (lying in the XY plane)
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								 *
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								 * https://gist.github.com/nitaku/6521802
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								 *
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								 * @param size The size of a single gosper island.
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								 */
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								function gosper( size = 1 ) {
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									function fractalize( config ) {
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										let output;
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										let input = config.axiom;
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										for ( let i = 0, il = config.steps; 0 <= il ? i < il : i > il; 0 <= il ? i ++ : i -- ) {
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											output = '';
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											for ( let j = 0, jl = input.length; j < jl; j ++ ) {
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												const char = input[ j ];
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												if ( char in config.rules ) {
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													output += config.rules[ char ];
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												} else {
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													output += char;
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												}
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											}
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											input = output;
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										}
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										return output;
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									}
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									function toPoints( config ) {
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										let currX = 0, currY = 0;
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										let angle = 0;
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										const path = [ 0, 0, 0 ];
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										const fractal = config.fractal;
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										for ( let i = 0, l = fractal.length; i < l; i ++ ) {
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											const char = fractal[ i ];
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											if ( char === '+' ) {
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												angle += config.angle;
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											} else if ( char === '-' ) {
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												angle -= config.angle;
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											} else if ( char === 'F' ) {
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												currX += config.size * Math.cos( angle );
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												currY += - config.size * Math.sin( angle );
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												path.push( currX, currY, 0 );
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											}
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										}
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										return path;
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									}
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									//
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									const gosper = fractalize( {
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										axiom: 'A',
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										steps: 4,
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										rules: {
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											A: 'A+BF++BF-FA--FAFA-BF+',
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											B: '-FA+BFBF++BF+FA--FA-B'
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										}
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									} );
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									const points = toPoints( {
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										fractal: gosper,
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										size: size,
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										angle: Math.PI / 3 // 60 degrees
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									} );
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									return points;
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								}
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								export {
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									hilbert2D,
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									hilbert3D,
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									gosper,
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								};
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