Update index.html
Browse files- index.html +68 -35
index.html
CHANGED
@@ -19,10 +19,20 @@
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#scene-container {
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width: 80vw;
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height: 80vh;
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}
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#uploadForm {
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margin-top: 20px;
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}
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</style>
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</head>
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<body>
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@@ -31,6 +41,20 @@
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<input type="file" id="imageInput" accept="image/*">
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<button type="button" onclick="processImage()">画像を処理</button>
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</form>
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<button id="replayButton" style="margin-top: 10px; display: none;" onclick="replayAnimation()">もう一度再生</button>
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<canvas id="canvas" style="display: none;"></canvas>
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<div id="scene-container"></div>
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@@ -75,8 +99,7 @@
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// Three.jsの基本設定
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.lookAt(new THREE.Vector3(0, 0, 0));
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renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.getElementById('scene-container').innerHTML = ''; // 既存のcanvasを削除
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@@ -86,39 +109,37 @@
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animate();
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}
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function createCubesFromImage() {
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}
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}
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}
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function animate() {
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animationFrameId = requestAnimationFrame(animate);
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@@ -137,9 +158,21 @@ function createCubesFromImage() {
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}
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function replayAnimation() {
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// アニメーションの再生をリセット
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create3DScene();
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}
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</script>
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</body>
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</html>
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#scene-container {
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width: 80vw;
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height: 80vh;
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margin-top: 20px;
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}
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#uploadForm {
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margin-top: 20px;
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}
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#settings {
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margin-top: 20px;
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display: flex;
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flex-direction: column;
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align-items: center;
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}
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#settings label {
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margin: 5px;
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}
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</style>
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</head>
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<body>
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<input type="file" id="imageInput" accept="image/*">
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<button type="button" onclick="processImage()">画像を処理</button>
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</form>
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<div id="settings">
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<label>
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背景色: <input type="color" id="bgColorPicker" value="#222222" onchange="updateBackgroundColor()">
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</label>
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<label>
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カメラ X: <input type="range" id="cameraX" min="-500" max="500" value="-100" oninput="updateCameraPosition()">
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</label>
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<label>
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カメラ Y: <input type="range" id="cameraY" min="-500" max="500" value="-100" oninput="updateCameraPosition()">
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</label>
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<label>
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カメラ Z: <input type="range" id="cameraZ" min="-1000" max="1000" value="300" oninput="updateCameraPosition()">
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</label>
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</div>
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<button id="replayButton" style="margin-top: 10px; display: none;" onclick="replayAnimation()">もう一度再生</button>
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<canvas id="canvas" style="display: none;"></canvas>
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<div id="scene-container"></div>
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// Three.jsの基本設定
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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updateCameraPosition(); // カメラ位置を初期設定
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renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.getElementById('scene-container').innerHTML = ''; // 既存のcanvasを削除
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animate();
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}
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function createCubesFromImage() {
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const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height).data;
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for (let y = 0; y < canvas.height; y++) {
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for (let x = 0; x < canvas.width; x++) {
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const index = (y * canvas.width + x) * 4;
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const r = imageData[index];
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const g = imageData[index + 1];
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const b = imageData[index + 2];
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const a = imageData[index + 3];
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const color = new THREE.Color(`rgb(${r},${g},${b})`);
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const geometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
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const material = new THREE.MeshBasicMaterial({
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color: color,
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transparent: true,
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opacity: a / 255
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});
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const cube = new THREE.Mesh(geometry, material);
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cube.position.set(
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(x - canvas.width / 2) * cubeSize * 1.2 + Math.random() * 2200 - 100,
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(canvas.height / 2 - y) * cubeSize * 1.2 + Math.random() * 2200 - 100,
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Math.random() * 2200 - 100
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);
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scene.add(cube);
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cubes.push(cube);
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}
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}
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}
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function animate() {
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animationFrameId = requestAnimationFrame(animate);
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}
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function replayAnimation() {
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create3DScene();
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}
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function updateBackgroundColor() {
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const color = document.getElementById('bgColorPicker').value;
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document.body.style.backgroundColor = color;
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}
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function updateCameraPosition() {
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const x = parseFloat(document.getElementById('cameraX').value);
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const y = parseFloat(document.getElementById('cameraY').value);
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const z = parseFloat(document.getElementById('cameraZ').value);
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camera.position.set(x, y, z);
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camera.lookAt(new THREE.Vector3(0, 0, 0));
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}
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</script>
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</body>
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</html>
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