pstojako commited on
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Update index.html

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  1. index.html +107 -16
index.html CHANGED
@@ -1,19 +1,110 @@
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  <!DOCTYPE html>
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  <html>
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- <head>
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- <meta charset="utf-8" />
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- <meta name="viewport" content="width=device-width" />
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- <title>My static Space</title>
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- <link rel="stylesheet" href="style.css" />
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- </head>
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- <body>
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- <div class="card">
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- <h1>Welcome to your static Space!</h1>
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- <p>You can modify this app directly by editing <i>index.html</i> in the Files and versions tab.</p>
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- <p>
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- Also don't forget to check the
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- <a href="https://huggingface.co/docs/hub/spaces" target="_blank">Spaces documentation</a>.
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- </p>
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- </div>
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- </body>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  </html>
 
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  <!DOCTYPE html>
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  <html>
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+ <head>
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+ <meta charset="utf-8" />
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+ <title>Babylon.js L-system Fractal Example</title>
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+ <script src="https://cdn.babylonjs.com/babylon.js"></script>
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+ <script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
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+ <style>
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+ canvas {
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+ width: 100%;
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+ height: 100%;
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+ touch-action: none;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+ <canvas id="renderCanvas"></canvas>
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+ <script>
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+ window.addEventListener('DOMContentLoaded', function () {
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+ var canvas = document.getElementById('renderCanvas');
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+ var engine = new BABYLON.Engine(canvas, true);
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+ var createScene = function () {
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+ var scene = new BABYLON.Scene(engine);
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+ // Create a camera
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+ var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene);
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+ // Create a light
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+ var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
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+ // Create an array to hold the spheres
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+ var spheres = [];
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+ // Load the texture and bump map
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+ var texture = new BABYLON.Texture("https://www.babylonjs-playground.com/textures/floor.png", scene);
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+ var bumpMap = new BABYLON.Texture("https://www.babylonjs-playground.com/textures/floor_n.jpg", scene);
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+ // Define the L-system rules and starting axiom
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+ var rules = {
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+ F: "F+F-F-F+F"
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+ };
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+ var axiom = "F-F-F-F";
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+ var angle = Math.PI / 2;
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+ var length = 1;
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+ var iterations = 3;
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+ // Generate the L-system string
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+ var lSystemString = axiom;
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+ for (var i = 0; i < iterations; i++) {
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+ var newString = "";
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+ for (var j = 0; j < lSystemString.length; j++) {
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+ var char = lSystemString.charAt(j);
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+ if (rules[char]) {
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+ newString += rules[char];
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+ } else {
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+ newString += char;
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+ }
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+ }
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+ lSystemString = newString;
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+ }
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+ // Create a fountain of spheres that follow the L-system string
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+ var position = BABYLON.Vector3.Zero();
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+ var direction = BABYLON.Vector3.Forward();
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+ for (var i = 0; i < lSystemString.length; i++) {
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+ var char = lSystemString.charAt(i);
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+ if (char === "F") {
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+ // Create a new sphere
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+ var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", {diameter: length, segments: 16}, scene);
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+ sphere.position = position.clone();
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+ sphere.material = new BABYLON.StandardMaterial("texture", scene);
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+ sphere.material.diffuseTexture = texture;
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+ sphere.material.bumpTexture = bumpMap;
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+ spheres.push(sphere);
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+ // Animate the texture of the sphere
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+ var textureAnimation = new BABYLON.Animation("textureAnimation", "material.diffuseTexture.uOffset", 60, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
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+ var keys = [];
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+ keys.push({frame: 0, value:0});
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+ keys.push({frame: 100, value: 1});
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+ textureAnimation.setKeys(keys);
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+ sphere.material.diffuseTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
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+ sphere.material.diffuseTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
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+ sphere.material.diffuseTexture.uScale = 10;
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+ sphere.material.diffuseTexture.vScale = 10;
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+ sphere.animations.push(textureAnimation);
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+ scene.beginAnimation(sphere, 0, 100, true);
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+ // Animate the sphere
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+ var animation = new BABYLON.Animation("myAnimation", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
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+ keys = [];
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+ keys.push({frame: 0, value: position.clone()});
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+ position.addInPlace(direction.scale(length));
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+ keys.push({frame: 100, value: position.clone()});
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+ animation.setKeys(keys);
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+ sphere.animations.push(animation);
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+ scene.beginAnimation(sphere, 0, 100, true);
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+ } else if (char === "+") {
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+ // Rotate clockwise
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+ direction.rotateByQuaternionToRef(BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.Up(), -angle), direction);
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+ } else if (char === "-") {
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+ // Rotate counterclockwise
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+ direction.rotateByQuaternionToRef(BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.Up(), angle), direction);
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+ }
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+ }
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+ return scene;
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+ }
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+ var scene = createScene();
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+ engine.runRenderLoop(function () {
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+ scene.render();
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+ });
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+ window.addEventListener('resize', function () {
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+ engine.resize();
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+ });
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+ });
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+ </script>
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+
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+ </body>
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  </html>