几个关键点:
1、泛正方体
二维中为方形:
-a<x<a , -a<y<a
三维中为正方体
-a<x<a , -a<y<a, -a<z<a
四维中为超立方体
-a<x<a,-a<y<a,-a<z<a,-a<m<a
可理解为我们的世界为m为0点处的四维世界,由于上述超立方体中x,y,z取值范围与m无关,当该超体与我们世界相交,即m取值在-a到a之中时,其他三维取值范围不变,在我们世界中始终未一个立方体。现通过正交变换对立方体进行旋转变换:
x=1,0,0,0
y=0,1,0,0
z=0,0,1,0
m=0,0,0,1
v1 = a1x+b1y+c1z+d1m
v2 = a2x+b2y+c2z+d2m
v3 = a3x+b3y+c3z+d3m
v4 = a4x+b4y+c4z+d4m
v1,v2,v3,v4两两正交
可得其中一解为
1,1,1,1
1,1,-1,-1
1,-1,1,-1
1,-1,-1,1
得表达式
-a<x+y+z+m<a ,-a< x+y-z-m<a, -a< x-y+z-m<a, -a< x-y-z+m<a
m取值在-a到a之中时,其他三维取值发生改变
以下为源代码(未经整理):
演示地址
var container; var renderer; var scene; var camera; var group; var i = 0; var t = -10; var swi_tch = 1; var daz = 0.2; function circle(){ scene.remove(group); requestAnimationFrame(circle); camera.lookAt(scene.position); persSuperCube(t); if(swi_tch==1){ t = t + 0.5; if(t>30){ swi_tch=0; } } else{ t = t - 0.5; if(t<-30){ swi_tch=1; } } } function onKeyDown(e){ //alert(e.keyCode); if(e.keyCode==32){ circle(); } } function persSuperCube(t){ group = new THREE.Group(); var meshsss = []; for(var i=0;i<24;i++) for(var j=0;j<24;j++) for(var k=0;k<24;k++) { if(meshsss[i]==null){ meshsss[i]=[]; } if(meshsss[i][j]==null){ meshsss[i][j]=[]; } var x=i-12; var y=j-12; var z=k-12; var m=t-12; if(x+y+z+m>-12 && x+y+z+m<12 && x+y-z-m>-12 && x+y-z-m<12 && x-y+z-m>-12 && x-y+z-m<12 && x-y-z+m>-12 && x-y-z+m<12){ meshsss[i][j][k]=new THREE.Mesh( new THREE.BoxGeometry(2, 2, 2 ), new THREE.MeshNormalMaterial( { overdraw: 0.5 } ) ); meshsss[i][j][k].position.x = 2*x; meshsss[i][j][k].position.y = 2*y; meshsss[i][j][k].position.z = 2*z; meshsss[i][j][k].matrixAutoUpdate = false; meshsss[i][j][k].updateMatrix(); group.add(meshsss[i][j][k]); } } scene.add(group); renderer.render(scene,camera); } function init(){ //document.addEventListener( 'keydown', onKeyDown, false ); container = document.createElement( 'div' ); document.body.appendChild( container ); group = new THREE.Group(); camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 ); camera.position.x = 140*Math.sin(Math.PI/4); camera.position.y = 140*Math.cos(Math.PI/4); camera.position.z = 150; camera.rotation.x = -Math.atan(camera.position.x/camera.position.z); camera.rotation.y = Math.atan(camera.position.y/camera.position.z); camera.rotation.x = -0.25 * Math.PI; camera.rotation.y = 0.25 * Math.PI; scene = new THREE.Scene(); scene.add(camera); var x, y,z=0; var meshsss = []; for(var i=0;i<40;i++) for(var j=0;j<40;j++) for(var k=0;k<40;k++){ if(meshsss[i]==null){ meshsss[i]=[]; } if(meshsss[i][j]==null){ meshsss[i][j]=[]; } x=i-20; y=j-20; z=k-20; if(x+y+z>-15 && x+y+z<15 && x-y+z>-15 && x-y+z<15 && -x+y+z>-15 && -x+y+z<15 && -x-y+z>-15 && -x-y+z<15){ meshsss[i][j][k]=new THREE.Mesh( new THREE.BoxGeometry(2, 2, 2 ), new THREE.MeshNormalMaterial( { overdraw: 0.5 } ) ); meshsss[i][j][k].position.x = 2*x; meshsss[i][j][k].position.y = 2*y; meshsss[i][j][k].position.z = 2*z; meshsss[i][j][k].matrixAutoUpdate = false; meshsss[i][j][k].updateMatrix(); group.add(meshsss[i][j][k]); } } scene.add(group); var meshx = new THREE.Mesh( new THREE.BoxGeometry(200, 1, 1 ), new THREE.MeshNormalMaterial( { overdraw: 0.5 } ) ); meshx.position.x = 100; //meshx.rotation.z = 0.25 * Math.PI; meshx.matrixAutoUpdate = false; meshx.updateMatrix(); scene.add(meshx); var meshy = new THREE.Mesh( new THREE.BoxGeometry(1, 200, 1 ), new THREE.MeshNormalMaterial( { overdraw: 0.5 } ) ); meshy.position.y = 100; //meshy.rotation.z = 0.25 * Math.PI; meshy.matrixAutoUpdate = false; meshy.updateMatrix(); scene.add(meshy); var meshz = new THREE.Mesh( new THREE.BoxGeometry(1, 1, 200 ), new THREE.MeshNormalMaterial( { overdraw: 0.5 } ) ); meshz.position.z = 100; //meshz.rotation.x = 0.25 * Math.PI; meshz.matrixAutoUpdate = false; meshz.updateMatrix(); scene.add(meshz); renderer = new THREE.CanvasRenderer(); renderer.setClearColor( 0xffffff ); //renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); renderer.render(scene,camera); circle(); }