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