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Amanda Ghassaei
DMDesign
Commits
2310e25a
Commit
2310e25a
authored
Sep 16, 2015
by
Amanda Ghassaei
Browse files
flat shading on tetra cells
parent
ffa57146
Changes
2
Hide whitespace changes
Inline
Side-by-side
js/cells/TetraStackedCell.js
View file @
2310e25a
...
...
@@ -6,7 +6,20 @@
define
([
'
underscore
'
,
'
three
'
,
'
threeModel
'
,
'
lattice
'
,
'
appState
'
,
'
cell
'
],
function
(
_
,
THREE
,
three
,
lattice
,
appState
,
DMACell
){
var
unitGeo
=
new
THREE
.
TetrahedronGeometry
(
Math
.
sqrt
(
3
/
8
));
var
unitGeo
=
new
THREE
.
Geometry
();
unitGeo
.
vertices
=
[
new
THREE
.
Vector3
(
0.3535533905932738
,
0.3535533905932738
,
0.3535533905932738
),
new
THREE
.
Vector3
(
-
0.3535533905932738
,
-
0.3535533905932738
,
0.3535533905932738
),
new
THREE
.
Vector3
(
-
0.3535533905932738
,
0.3535533905932738
,
-
0.3535533905932738
),
new
THREE
.
Vector3
(
0.3535533905932738
,
-
0.3535533905932738
,
-
0.3535533905932738
)
];
unitGeo
.
faces
=
[
new
THREE
.
Face3
(
1
,
0
,
2
),
new
THREE
.
Face3
(
3
,
2
,
0
),
new
THREE
.
Face3
(
3
,
0
,
1
),
new
THREE
.
Face3
(
3
,
1
,
2
)
];
unitGeo
.
computeFaceNormals
();
unitGeo
.
applyMatrix
(
new
THREE
.
Matrix4
().
makeRotationZ
(
Math
.
PI
/
4
));
unitGeo
.
applyMatrix
(
new
THREE
.
Matrix4
().
makeRotationX
((
Math
.
PI
-
Math
.
atan
(
2
*
Math
.
sqrt
(
2
)))
/
2
));
unitGeo
.
applyMatrix
(
new
THREE
.
Matrix4
().
makeTranslation
(
0
,
0
,
Math
.
sqrt
(
3
/
8
)
-
2
/
Math
.
sqrt
(
6
)));
...
...
js/cells/TetraVertexCell.js
View file @
2310e25a
...
...
@@ -6,7 +6,20 @@
define
([
'
underscore
'
,
'
three
'
,
'
threeModel
'
,
'
lattice
'
,
'
appState
'
,
'
cell
'
],
function
(
_
,
THREE
,
three
,
lattice
,
appState
,
DMACell
){
var
unitGeo
=
new
THREE
.
TetrahedronGeometry
(
Math
.
sqrt
(
3
/
8
));
var
unitGeo
=
new
THREE
.
Geometry
();
unitGeo
.
vertices
=
[
new
THREE
.
Vector3
(
0.3535533905932738
,
0.3535533905932738
,
0.3535533905932738
),
new
THREE
.
Vector3
(
-
0.3535533905932738
,
-
0.3535533905932738
,
0.3535533905932738
),
new
THREE
.
Vector3
(
-
0.3535533905932738
,
0.3535533905932738
,
-
0.3535533905932738
),
new
THREE
.
Vector3
(
0.3535533905932738
,
-
0.3535533905932738
,
-
0.3535533905932738
)
];
unitGeo
.
faces
=
[
new
THREE
.
Face3
(
1
,
0
,
2
),
new
THREE
.
Face3
(
3
,
2
,
0
),
new
THREE
.
Face3
(
3
,
0
,
1
),
new
THREE
.
Face3
(
3
,
1
,
2
)
];
unitGeo
.
computeFaceNormals
();
unitGeo
.
applyMatrix
(
new
THREE
.
Matrix4
().
makeRotationZ
(
Math
.
PI
/
4
));
unitGeo
.
applyMatrix
(
new
THREE
.
Matrix4
().
makeRotationX
((
Math
.
PI
-
Math
.
atan
(
2
*
Math
.
sqrt
(
2
)))
/
2
));
unitGeo
.
applyMatrix
(
new
THREE
.
Matrix4
().
makeTranslation
(
0
,
0
,
Math
.
sqrt
(
3
/
8
)
-
2
/
Math
.
sqrt
(
6
)));
...
...
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