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<html lang="en">
<head>
<title>Supply Chain Jenga Demo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
color: #333;
}
#info {
text-align: left;
}
</style>
</head>
<body>
<div id="info"><b>Press space key to create new tower.<br>Press return key to start/stop physics simulation.</b><br>Press and hold mouse button for slow motion.<br>Use mouse to control view.<br>Hover over block to display data.</div>
<div id="container">
<div id="hoverBox" style="position: absolute; display: none; background: #FFF; padding: 8px; border: 1px solid #333; border-radius: 4px;"></div>
</div>
<script src="libs/ammo.wasm.js"></script>
<script src="libs/d3.v5.js"></script>
<script type="importmap">
{
"imports": {
"three": "./libs/three.module.js",
"three/addons/": "./libs/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/stats.module.js';
import { OrbitControls } from 'three/addons/OrbitControls.js';
// Graphics variables
let container, stats;
let camera, controls, scene, renderer;
let textureLoader;
const clock = new THREE.Clock();
// Physics variables
const gravityConstant = - 9.8;
let collisionConfiguration;
let dispatcher;
let broadphase;
let solver;
let softBodySolver;
let physicsWorld;
const rigidBodies = [];
const margin = 0.05;
// let hinge;
// let rope;
let transformAux1;
let runPhysics = false;
let timeDiv = 1
// Initialize raycaster and mouse vector
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
// Ammo is the name of the physics library being used
Ammo().then( function ( AmmoLib ) {
Ammo = AmmoLib;
init();
} );
function init() {
initGraphics();
initPhysics();
createObjects();
initInput();
}
function initGraphics() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfd1e5 );
camera.position.set( -12, 24, -12 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 2, 0 );
controls.update();
textureLoader = new THREE.TextureLoader();
const ambientLight = new THREE.AmbientLight( 0xbbbbbb );
scene.add( ambientLight );
const light = new THREE.DirectionalLight( 0xffffff, 3 );
light.position.set( - 10, 10, 5 );
light.castShadow = true;
const d = 10;
light.shadow.camera.left = - d;
light.shadow.camera.right = d;
light.shadow.camera.top = d;
light.shadow.camera.bottom = - d;
light.shadow.camera.near = 2;
light.shadow.camera.far = 50;
light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
scene.add( light );
// stats = new Stats();
// stats.domElement.style.position = 'absolute';
// stats.domElement.style.top = '0px';
// container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize );
}
function initPhysics() {
// Physics configuration
collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration();
dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
broadphase = new Ammo.btDbvtBroadphase();
solver = new Ammo.btSequentialImpulseConstraintSolver();
softBodySolver = new Ammo.btDefaultSoftBodySolver();
physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver );
physicsWorld.setGravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
physicsWorld.getWorldInfo().set_m_gravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
transformAux1 = new Ammo.btTransform();
}
function createObjects() {
const pos = new THREE.Vector3();
const quat = new THREE.Quaternion();
// Ground
pos.set( 0, - 0.5, 0 );
quat.set( 0, 0, 0, 1 );
const ground = createParalellepiped( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
ground.castShadow = true;
ground.receiveShadow = true;
textureLoader.load( 'textures/grid.png', function ( texture ) {
texture.colorSpace = THREE.SRGBColorSpace;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 40, 40 );
ground.material.map = texture;
ground.material.needsUpdate = true;
} );
//prepare region color
const colorScale = d3.scaleOrdinal()
.range(['#7a98d6', '#E9A2C5', '#d6cb63', '#52bb7e', '#85B1B1', '#B99068'])//six colors for six macro regions
// Africa America Latin & Caribbean America North Asia Europe Oceania
// brown green yellow grey pink blue
//get data
const dataFile = d3.csv('./data/importance_measures.csv', parse)
function parse(d){
d.number_of_companies = +d.number_of_companies;
//let's fake a value for stabability between 1-4. later we need to add a column for the real values
d.stablility = Math.floor(Math. random() * (4 - 1) + 1)
return d;
}
// Jenga Block Dimensions
//access data
dataFile.then((data) => {
console.log(data)
//set macro_region list for color scale, the order matches to colors in '.range'
colorScale.domain(Array.from(new Set(data.map(d => d.macro_region))))
//sort data based on a value, it can sort by other ways
data.sort((a,b) => a.number_of_companies - b.number_of_companies)
//create bricks inside data access
const brickMass = 0.5;
const brickLength = 1.2; // Longest dimension of the brick
const brickDepth = brickLength / 3; // Width of the brick, so that 3 blocks side by side equal the brick length
const brickHeight = 0.3; // Shortest dimension, height of the brick
const numBricksPerLayer = 3; // Each Jenga layer has 3 blocks
const numLayers = data.length; // Define the number of layers for the tower based on number of countries
// const removed = Math.int(Math.random() * numLayers)
for (let j = 0; j < numLayers; j++) {
// Determine layer rotation and positioning
const isOddLayer = j % 2 !== 0;
const x0 = isOddLayer ? - (numBricksPerLayer * brickDepth /numBricksPerLayer) : 0;
const z0 = isOddLayer ? - (brickLength /numBricksPerLayer - brickDepth /numBricksPerLayer) : - (numBricksPerLayer * brickDepth /numBricksPerLayer);
pos.set(isOddLayer ? x0 : 0, brickHeight * (j + 0.5), isOddLayer ? 0 : z0); // Adjust the initial position for each layer
quat.set(0, isOddLayer ? 0.7071 : 0, 0, isOddLayer ? 0.7071 : 1); // Rotate 90 degrees for odd layers
//get region color for this country
const color = colorScale(data[j].macro_region)
console.log(color, data[j].macro_region)
//use stablility value to define numBricksPerLayer and positions
for (let i = 0; i < numBricksPerLayer; i++) {
if (Math.random() < .8) {
const brick = createParalellepiped(
brickLength, // Length of the brick
brickHeight, // Height of the brick
brickDepth, // Depth of the brick
brickMass, // Mass of the brick
pos, // Position of the brick
quat, // Rotation
createMaterial(color) // Material of the brick
);
brick.castShadow = true;
brick.receiveShadow = true;
brick.userData.index = j * numBricksPerLayer + i;
brick.userData.region = data[j].macro_region;
}
if (isOddLayer) {
pos.x += brickDepth; // Move the position to place the next brick side by side along the x-axis
// pos.z = pos.z + brickLength/3
} else {
pos.z += brickDepth; // Move the position to place the next brick side by side along the z-axis
// pos.x = pos.x + brickLength/3
}
// pos.z = pos.z * 1.2
}
}
})
}
function createParalellepiped( sx, sy, sz, mass, pos, quat, material ) {
const threeObject = new THREE.Mesh( new THREE.BoxGeometry( sx, sy, sz, 1, 1, 1 ), material );
const shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
shape.setMargin( margin );
createRigidBody( threeObject, shape, mass, pos, quat );
return threeObject;
}
function createRigidBody( threeObject, physicsShape, mass, pos, quat ) {
threeObject.position.copy( pos );
threeObject.quaternion.copy( quat );
const transform = new Ammo.btTransform();
transform.setIdentity();
transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
const motionState = new Ammo.btDefaultMotionState( transform );
const localInertia = new Ammo.btVector3( 0, 0, 0 );
physicsShape.calculateLocalInertia( mass, localInertia );
const rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, physicsShape, localInertia );
const body = new Ammo.btRigidBody( rbInfo );
threeObject.userData.physicsBody = body;
scene.add( threeObject );
if ( mass > 0 ) {
rigidBodies.push( threeObject );
// Disable deactivation
body.setActivationState( 4 );
}
physicsWorld.addRigidBody( body );
}
function createRandomColor() {
return Math.floor( Math.random() * ( 1 << 12 ) );
}
function createMaterial(color) {
// return new THREE.MeshPhongMaterial( { color: createRandomColor() } );
return new THREE.MeshPhongMaterial( { color: color } );
}
function initInput() {
document.addEventListener('mousedown', () => timeDiv = 10);
document.addEventListener('mouseup', () => timeDiv = 1);
// Add mouse move event listener
document.addEventListener('mousemove', onMouseMove);
// Function to handle the spacebar press
document.addEventListener('keydown', (event) => {
if (event.key === " " || event.keyCode === 32) {
runPhysics=!runPhysics;
removeAllBlocks(); // Clear previous blocks
createObjects(); // Create new blocks
}
else if (event.keyCode === 13) runPhysics=!runPhysics; // toggle physic simulation on/off
});
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
// console.log(rigidBodies)
render();
// stats.update();
}
function render() {
const deltaTime = clock.getDelta();
if (runPhysics) updatePhysics( deltaTime );
renderer.render( scene, camera );
}
function updatePhysics( deltaTime ) {
// Hinge control
// hinge.enableAngularMotor( true, 1.5 * armMovement, 50 );
// Step world
physicsWorld.stepSimulation( deltaTime/timeDiv, 10 );
// Update rigid bodies
for ( let i = 0, il = rigidBodies.length; i < il; i ++ ) {
const objThree = rigidBodies[ i ];
const objPhys = objThree.userData.physicsBody;
const ms = objPhys.getMotionState();
if ( ms ) {
ms.getWorldTransform( transformAux1 );
const p = transformAux1.getOrigin();
const q = transformAux1.getRotation();
objThree.position.set( p.x(), p.y(), p.z() );
objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
}
}
}
function removeAllBlocks() {
// Remove rigid bodies from the physics world
rigidBodies.forEach(obj => {
physicsWorld.removeRigidBody(obj.userData.physicsBody);
scene.remove(obj);
});
rigidBodies.length = 0; // Clear the array
}
function onMouseMove(event) {
// Calculate normalized mouse position
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
// Perform raycasting
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(rigidBodies);
// Check if any block is intersected
if (intersects.length > 0) {
const intersectedBlock = intersects[0].object;
// Display index information (or other data)
showBlockInfo(intersectedBlock);
} else {
hideBlockInfo(); // Hide info when not hovering over a block
}
// console.log(camera.position)
}
// Function to display block info (create a div or tooltip as needed)
function showBlockInfo(block) {
const hoverBox = document.getElementById('hoverBox');
hoverBox.style.display = 'block';
hoverBox.innerHTML = `Block Index: ${block.userData.index}<br>Region: ${block.userData.region}`;
hoverBox.style.top = `${event.clientY}px`;
hoverBox.style.left = `${event.clientX + 15}px`;
}
function hideBlockInfo() {
const hoverBox = document.getElementById('hoverBox');
hoverBox.style.display = 'none';
}
</script>
</body>
</html>