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ready.js
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ready.js
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var
scene,
camera,
renderer,
materials = {},
digits = [],
π = Math.PI,
delay_between_cols = 250,
clock_anim_duration = 2500,
timeout_between_animations = 7500,
rotation = 0;
$(document).ready(function(){
//La magia aquí
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({
antialias:true
});
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( new THREE.Color( 0x323232 ), 1);
document.body.appendChild( renderer.domElement );
materials.grey = new THREE.MeshBasicMaterial({
color: 0x666666,
side: THREE.DoubleSide
});
materials.white = new THREE.MeshBasicMaterial({
color: 0xffffff,
side: THREE.DoubleSide
});
materials.red = new THREE.MeshBasicMaterial({
color: 0x990000,
side: THREE.DoubleSide
});
// var geometry = new THREE.BoxGeometry( 1, 1, 1 );
// cube = new THREE.Mesh( geometry, material );
// scene.add( cube );
var
digits_num = 4,
rows = 5,
cols = 3,
radius = 1,
stroke = 0.1,
xy_offset = ( radius * 2 ) + ( stroke * 2 );
for (var d = 0; d < digits_num; d++) {
var digit = [];
for (var i = 0; i < rows; i++) {
var row = [];
for (var j = 0; j < cols; j++) {
row.push( new Clock3D( radius, stroke ) );
row[ row.length -1 ].position.x = ( d * xy_offset * cols ) + ( j * xy_offset );
row[ row.length -1 ].position.y = i * xy_offset * -1;
}
digit.push( row );
}
digits.push( digit );
}
var clock_w = (xy_offset * cols * digits_num) + xy_offset;
var fov = 5;
// Adjust camera to fit clock in screen width
var dist = clock_w / 2 / (window.innerWidth / window.innerHeight) / Math.tan(Math.PI * fov / 360);
console.log( dist );
camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.x = xy_offset * cols * digits_num / 2 - xy_offset / 2;
camera.position.y = ( (rows - 1) * xy_offset ) / 2 * -1;
camera.position.z = dist;
// Preprocess chars from human readeable to radians
convertCharsToRad();
// Initial clock setting
updateSeconds();
setCurrentTimeAnalog();
setInterval( function() {
updateSeconds();
}, 500 );
render();
// renderer.render( scene, camera );
});
// Scene render loop
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
}
// Clock 3D Object constructor
function Clock3D ( rad, stk ) {
var
g, // geometry
clock = new THREE.Object3D();
// Clock sphere
g = new THREE.RingGeometry( rad, rad + (stk/2), 64 );
sp = new THREE.Mesh( g, materials.grey );
clock.add( sp );
// sec
g = new THREE.PlaneGeometry( rad - (stk*1), 0.025, 1 );
g.translate( (rad - (stk*1)) / 2, 0, -0.1 );
sec = new THREE.Mesh( g, materials.red );
sec.geometry.dynamic = true;
sec.rotateZ( π / 2 );
clock.add( sec );
// Min
g = new THREE.PlaneGeometry( rad - (stk*1.5), stk, 1 );
g.translate( (rad - (stk*1.5)) / 2, 0, 0 );
min = new THREE.Mesh( g, materials.white );
min.rotateZ( π / 2 );
clock.add( min );
// hour
g = new THREE.PlaneGeometry( rad - (stk*1.5), stk, 1 );
g.translate( (rad - (stk*1.5)) / 2, 0, 0 );
hour = new THREE.Mesh( g, materials.white );
hour.rotateZ( π / 2 );
clock.add( hour );
// Clock axis
g = new THREE.CircleGeometry( stk/2, 32 );
g.translate( 0, 0, 0.1 );
ax = new THREE.Mesh( g, materials.white );
clock.add( ax );
scene.add( clock );
return clock;
}
// Updates clock's seconds to current time
function updateSeconds() {
var
d = new Date(),
s = d.getSeconds();
// console.log(s);
for (var d = 0; d < digits.length; d++) {
for (var i = 0; i < digits[d].length; i++) {
for (var j = 0; j < digits[d][i].length; j++) {
digits[d][i][j].children[1].rotation.z = timeToRad ( s, 60 );
}
}
}
}
// Updates clock's matrix to current time in digital format
function setCurrentTimeDigital() {
var
current = getCurrentHourCharArray();
for (var d = 0; d < digits.length; d++) {
for (var i = 0; i < digits[d].length; i++) {
for (var j = 0; j < digits[d][i].length; j++) {
// digits[d][i][j].children[2].rotation.z = chars[ current[d] ][i][j][0];
// digits[d][i][j].children[3].rotation.z = chars[ current[d] ][i][j][1];
var clock_delay = 1000 + ( ( d * (digits[d].length - 1) + j - i ) * delay_between_cols );
createjs.Tween.get( digits[d][i][j].children[2].rotation ).wait( clock_delay ).to({ z: chars[ current[d+''] ][i][j][0] }, clock_anim_duration, createjs.Ease.quintInOut);
createjs.Tween.get( digits[d][i][j].children[3].rotation ).wait( clock_delay ).to({ z: chars[ current[d+''] ][i][j][1] }, clock_anim_duration, createjs.Ease.quintInOut);
}
}
}
setTimeout( function(){
setCurrentTimeAnalog();
}, timeout_between_animations );
}
// Updates clock's matrix to current time in analog format
function setCurrentTimeAnalog() {
var
d = new Date(),
m = d.getMinutes();
h = d.getHours() % 12 || 0;
for (var d = 0; d < digits.length; d++) {
for (var i = 0; i < digits[d].length; i++) {
for (var j = 0; j < digits[d][i].length; j++) {
var clock_delay = 1000 + ( ( d * (digits[d].length - 1) + j - i ) * delay_between_cols );
createjs.Tween.get( digits[d][i][j].children[2].rotation ).wait( clock_delay ).to({ z: timeToRad ( m, 60 ) }, clock_anim_duration, createjs.Ease.quintInOut);
createjs.Tween.get( digits[d][i][j].children[3].rotation ).wait( clock_delay ).to({ z: timeToRad ( h, 12 ) }, clock_anim_duration, createjs.Ease.quintInOut);
// Min
//digits[d][i][j].children[2].rotation.z = timeToRad ( m, 60 );
// Hour
//digits[d][i][j].children[3].rotation.z = timeToRad ( h, 12 );
}
}
}
setTimeout( function(){
setCurrentTimeDigital();
}, timeout_between_animations );
}
// Converts a time value to its radian equivalency
function timeToRad ( value, base ) {
return ( value / base ) * 2 * π * -1 + ( π / 2);
}
// Converts current time to an array of chars
// 13:45 -> ['1','3','4','5']
function getCurrentHourCharArray () {
var
d = new Date(),
h = d.getHours(),
m = d.getMinutes();
return ('' + zeroPad(h) + zeroPad(m) ).split('');
}
// Pad an string with zeros
function zeroPad(i) {
return (i < 10) ? '0' + i : i ;
}
// Pre-process the char values below to radians, much easier to rotate
// the clock's hands
function convertCharsToRad () {
$.each(chars, function(index, char) {
for (var i = 0; i < char.length; i++) {
for (var j = 0; j < char[i].length; j++) {
char[i][j][0] = timeToRad ( char[i][j][0], 12 );
char[i][j][1] = timeToRad ( char[i][j][1], 12 );
}
}
});
}
// The digital characters are defined using the hour positions of the
// clocks hands 0 - 12
var chars = {
'0': [
[ [3,6], [3,9], [6,9] ],
[ [0,6], [6,6], [0,6] ],
[ [0,6], [0,6], [0,6] ],
[ [0,6], [0,0], [0,6] ],
[ [0,3], [3,9], [0,9] ]
],
'1': [
[ [3,6], [3,9], [6,9] ],
[ [0,3], [6,9], [0,6] ],
[ [7.5,7.5], [0,6], [0,6] ],
[ [7.5,7.5], [0,6], [0,6] ],
[ [7.5,7.5], [0,3], [0,9] ]
],
'2': [
[ [3,6], [3,9], [6,9] ],
[ [0,3], [6,9], [0,6] ],
[ [3,6], [0,9], [0,9] ],
[ [0,6], [0,3], [6,9] ],
[ [0,3], [3,9], [0,9] ]
],
'3': [
[ [3,6], [3,9], [6,9] ],
[ [0,3], [6,9], [0,6] ],
[ [3,3], [6,9], [0,6] ],
[ [3,6], [0,9], [0,6] ],
[ [0,3], [3,9], [0,9] ]
],
'4': [
[ [3,6], [6,9], [6,9] ],
[ [0,6], [0,6], [0,6] ],
[ [0,6], [0,3], [0,6] ],
[ [0,3], [6,9], [0,6] ],
[ [7.5,7.5], [0,3], [0,9] ]
],
'5': [
[ [3,6], [3,9], [6,9] ],
[ [0,6], [3,6], [0,9] ],
[ [0,3], [0,3], [6,9] ],
[ [3,6], [0,9], [0,6] ],
[ [0,3], [3,9], [0,9] ]
],
'6': [
[ [3,6], [3,9], [6,9] ],
[ [0,6], [3,6], [0,9] ],
[ [0,6], [0,3], [6,9] ],
[ [0,6], [0,6], [0,6] ],
[ [0,3], [3,9], [0,9] ]
],
'7': [
[ [3,6], [3,9], [6,9] ],
[ [0,3], [6,9], [0,6] ],
[ [7.5,7.5], [6,9], [0,6] ],
[ [7.5,7.5], [0,6], [0,6] ],
[ [7.5,7.5], [0,3], [0,9] ]
],
'8': [
[ [3,6], [3,9], [6,9] ],
[ [0,6], [6,9], [0,6] ],
[ [0,6], [6,9], [0,6] ],
[ [0,6], [0,0], [0,6] ],
[ [0,3], [3,9], [0,9] ]
],
'9': [
[ [3,6], [3,9], [6,9] ],
[ [0,6], [6,9], [0,6] ],
[ [0,3], [6,9], [0,6] ],
[ [7.5,7.5], [0,6], [0,6] ],
[ [7.5,7.5], [0,3], [0,9] ]
],
'L': [
[ [3,6], [6,9], [1.5,1.5] ],
[ [0,6], [0,6], [1.5,1.5] ],
[ [0,6], [0,6], [1.5,1.5] ],
[ [0,6], [0,3], [6,9] ],
[ [0,3], [3,9], [0,9] ]
],
'V': [
[ [3,6], [3,6], [6,9] ],
[ [0,6], [0,6], [0,6] ],
[ [0,6], [0,6], [0,6] ],
[ [0,4.5], [0,0], [0,7.5] ],
[ [7.5,7.5], [1.5,10.5], [7.5,7.5] ]
],
'E': [
[ [3,6], [3,9], [6,9] ],
[ [0,6], [3,6], [0,9] ],
[ [0,6], [3,6], [9,9] ],
[ [0,6], [0,3], [6,9] ],
[ [0,3], [3,9], [0,9] ]
],
};