fix phone responsiveness

This commit is contained in:
Mahdi Dibaiee 2021-10-19 20:08:40 +01:00
parent bf74367689
commit 86ced7369c
14 changed files with 66 additions and 1359 deletions

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<svg width="1562px" height="1089px" viewBox="0 0 1562 1089" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<svg width="1562px" viewBox="0 0 1562 1089" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<!-- Generator: Sketch 43.1 (39012) - http://www.bohemiancoding.com/sketch -->
<title>Alcohol-Cerebellum</title>
<desc>Created with Sketch.</desc>
@ -61,4 +61,4 @@
</g>
<rect id="connection-rectangle" fill="url(#linearGradient-1)" x="867" y="193" width="248" height="50"></rect>
</g>
</svg>
</svg>

Before

Width:  |  Height:  |  Size: 12 KiB

After

Width:  |  Height:  |  Size: 12 KiB

View File

@ -51,10 +51,14 @@ header a:hover::after {
text-align: center;
}
.alcohol-and-the-brain .chart {
min-width: 0;
}
.alcohol-abuse-chart-box {
display: flex;
width: 100%;
height: 100%;
position: relative;
justify-content: center;
flex-direction: column;
}
@ -68,7 +72,7 @@ header a:hover::after {
}
svg {
height: 800px;
max-width: 100%;
}
#Alcohol, #connection-rectangle, #brain, #brain-projection, #human {

View File

@ -3,6 +3,8 @@
<link rel='stylesheet' href='css/milligram.min.css' />
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/animate.css/4.1.1/animate.min.css" />
<link rel='stylesheet' href='css/style.css' />
<meta name="viewport" content="width=device-width, initial-scale=1.0">
</head>
@ -27,7 +29,7 @@
<div class='row'>
<?xml version="1.0" encoding="UTF-8"?>
<svg width="1562px" height="1089px" viewBox="0 0 1562 1089" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<svg width="1562px" viewBox="0 0 1562 1089" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<!-- Generator: Sketch 43.1 (39012) - http://www.bohemiancoding.com/sketch -->
<title>Alcohol-Cerebellum</title>
<desc>Created with Sketch.</desc>
@ -90,31 +92,33 @@
<rect id="connection-rectangle" fill="url(#linearGradient-1)" x="867" y="193" width="248" height="50"></rect>
</g>
</svg>
</div>
<div class='vertical-space'></div>
<div class='row'>
<div class='column'>
<h2 id='alcohol-and-the-brain'>Alcohol and the Brain</h2>
</div>
</div>
<div class='row'>
<div class='column column-50'>
<p>Binge drinking (drinking 5 units over a 2 hour period, followed by a period of abstinence) and high alcohol intake (more than 5 units a day), can lead to dependence, tolerance and cravings, which lead to a continuation of alcohol abuse to prevent withdrawal symptoms.</p>
<p>Chronic alcohol abuse can have adverse effects such as loss of balance and gait, slurred speech, slower reactions, poor memory consolidation, compromised emotional modulation and judgement. These effects in turn can lead to difficulties in social and emotional interactions, and a reduction in motivation, attention and impulse control.</p>
<p>These effects are studied and proven using methods such as MRI scans which show loss of neurons, particularly in the frontal lobe, the area most associated with reasoning, decision-making and rationality, however it can affect other areas of the brain such as the cerebellum (associated with balance and movement), hippocampus (memory) and amygdala (memory, decision making and emotional responses). [<a href='#ref-1'>1</a>]</p>
<p>Every year millions of people suffer from Alcohol use disorder, leading to physical and mental health problems.</p>
</div>
<div class='column column-50'>
<div class='alcohol-abuse-chart-box'>
<canvas id='alcohol-abuse'></canvas>
<p class='text-center'>Prevalence of alcohol abuse and direct death caused by alcohol dependance across the world [<a href='#ref-2'>2</a>]</p>
<section class='alcohol-and-the-brain'>
<div class='row'>
<div class='column'>
<h2 id='alcohol-and-the-brain'>Alcohol and the Brain</h2>
</div>
</div>
</div>
<div class='row'>
<div class='column content'>
<p>Binge drinking (drinking 5 units over a 2 hour period, followed by a period of abstinence) and high alcohol intake (more than 5 units a day), can lead to dependence, tolerance and cravings, which lead to a continuation of alcohol abuse to prevent withdrawal symptoms.</p>
<p>Chronic alcohol abuse can have adverse effects such as loss of balance and gait, slurred speech, slower reactions, poor memory consolidation, compromised emotional modulation and judgement. These effects in turn can lead to difficulties in social and emotional interactions, and a reduction in motivation, attention and impulse control.</p>
<p>These effects are studied and proven using methods such as MRI scans which show loss of neurons, particularly in the frontal lobe, the area most associated with reasoning, decision-making and rationality, however it can affect other areas of the brain such as the cerebellum (associated with balance and movement), hippocampus (memory) and amygdala (memory, decision making and emotional responses). [<a href='#ref-1'>1</a>]</p>
<p>Every year millions of people suffer from Alcohol use disorder, leading to physical and mental health problems.</p>
</div>
<div class='column chart'>
<div class='alcohol-abuse-chart-box'>
<canvas id='alcohol-abuse'></canvas>
<p class='text-center'>Prevalence of alcohol abuse and direct death caused by alcohol dependance across the world [<a href='#ref-2'>2</a>]</p>
</div>
</div>
</div>
</section>
<div class='row'>
@ -196,16 +200,15 @@
</div>
</body>
<script src='javascript/anime.min.js'></script>
<script src='javascript/lodash.min.js'></script>
<script src='javascript/deps/anime.min.js'></script>
<script src='javascript/deps/lodash.min.js'></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/Chart.js/3.5.1/chart.min.js" integrity="sha512-Wt1bJGtlnMtGP0dqNFH1xlkLBNpEodaiQ8ZN5JLA5wpc1sUlk/O5uuOMNgvzddzkpvZ9GLyYNa8w2s7rqiTk5Q==" crossorigin="anonymous" referrerpolicy="no-referrer"></script>
<script src="javascript/alcohol-use-disorder.js"></script>
<script src='javascript/main.js'></script>
<script src="javascript/three.js"></script>
<script src="javascript/OBJLoader.js"></script>
<script src="javascript/GLTFLoader.js"></script>
<script src="javascript/MTLLoader.js"></script>
<script src="javascript/OrbitControls.js"></script>
<script src="javascript/deps/three.js"></script>
<script src="javascript/deps/GLTFLoader.js"></script>
<script src="javascript/deps/OrbitControls.js"></script>
<script src="javascript/brain.js"></script>
</html>

View File

@ -1,494 +0,0 @@
( function () {
/**
* Loads a Wavefront .mtl file specifying materials
*/
class MTLLoader extends THREE.Loader {
constructor( manager ) {
super( manager );
}
/**
* Loads and parses a MTL asset from a URL.
*
* @param {String} url - URL to the MTL file.
* @param {Function} [onLoad] - Callback invoked with the loaded object.
* @param {Function} [onProgress] - Callback for download progress.
* @param {Function} [onError] - Callback for download errors.
*
* @see setPath setResourcePath
*
* @note In order for relative texture references to resolve correctly
* you must call setResourcePath() explicitly prior to load.
*/
load( url, onLoad, onProgress, onError ) {
const scope = this;
const path = this.path === '' ? THREE.LoaderUtils.extractUrlBase( url ) : this.path;
const loader = new THREE.FileLoader( this.manager );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( text, path ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
setMaterialOptions( value ) {
this.materialOptions = value;
return this;
}
/**
* Parses a MTL file.
*
* @param {String} text - Content of MTL file
* @return {MaterialCreator}
*
* @see setPath setResourcePath
*
* @note In order for relative texture references to resolve correctly
* you must call setResourcePath() explicitly prior to parse.
*/
parse( text, path ) {
const lines = text.split( '\n' );
let info = {};
const delimiter_pattern = /\s+/;
const materialsInfo = {};
for ( let i = 0; i < lines.length; i ++ ) {
let line = lines[ i ];
line = line.trim();
if ( line.length === 0 || line.charAt( 0 ) === '#' ) {
// Blank line or comment ignore
continue;
}
const pos = line.indexOf( ' ' );
let key = pos >= 0 ? line.substring( 0, pos ) : line;
key = key.toLowerCase();
let value = pos >= 0 ? line.substring( pos + 1 ) : '';
value = value.trim();
if ( key === 'newmtl' ) {
// New material
info = {
name: value
};
materialsInfo[ value ] = info;
} else {
if ( key === 'ka' || key === 'kd' || key === 'ks' || key === 'ke' ) {
const ss = value.split( delimiter_pattern, 3 );
info[ key ] = [ parseFloat( ss[ 0 ] ), parseFloat( ss[ 1 ] ), parseFloat( ss[ 2 ] ) ];
} else {
info[ key ] = value;
}
}
}
const materialCreator = new MaterialCreator( this.resourcePath || path, this.materialOptions );
materialCreator.setCrossOrigin( this.crossOrigin );
materialCreator.setManager( this.manager );
materialCreator.setMaterials( materialsInfo );
return materialCreator;
}
}
/**
* Create a new MTLLoader.MaterialCreator
* @param baseUrl - Url relative to which textures are loaded
* @param options - Set of options on how to construct the materials
* side: Which side to apply the material
* THREE.FrontSide (default), THREE.BackSide, THREE.DoubleSide
* wrap: What type of wrapping to apply for textures
* THREE.RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping
* normalizeRGB: RGBs need to be normalized to 0-1 from 0-255
* Default: false, assumed to be already normalized
* ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's
* Default: false
* @constructor
*/
class MaterialCreator {
constructor( baseUrl = '', options = {} ) {
this.baseUrl = baseUrl;
this.options = options;
this.materialsInfo = {};
this.materials = {};
this.materialsArray = [];
this.nameLookup = {};
this.crossOrigin = 'anonymous';
this.side = this.options.side !== undefined ? this.options.side : THREE.FrontSide;
this.wrap = this.options.wrap !== undefined ? this.options.wrap : THREE.RepeatWrapping;
}
setCrossOrigin( value ) {
this.crossOrigin = value;
return this;
}
setManager( value ) {
this.manager = value;
}
setMaterials( materialsInfo ) {
this.materialsInfo = this.convert( materialsInfo );
this.materials = {};
this.materialsArray = [];
this.nameLookup = {};
}
convert( materialsInfo ) {
if ( ! this.options ) return materialsInfo;
const converted = {};
for ( const mn in materialsInfo ) {
// Convert materials info into normalized form based on options
const mat = materialsInfo[ mn ];
const covmat = {};
converted[ mn ] = covmat;
for ( const prop in mat ) {
let save = true;
let value = mat[ prop ];
const lprop = prop.toLowerCase();
switch ( lprop ) {
case 'kd':
case 'ka':
case 'ks':
// Diffuse color (color under white light) using RGB values
if ( this.options && this.options.normalizeRGB ) {
value = [ value[ 0 ] / 255, value[ 1 ] / 255, value[ 2 ] / 255 ];
}
if ( this.options && this.options.ignoreZeroRGBs ) {
if ( value[ 0 ] === 0 && value[ 1 ] === 0 && value[ 2 ] === 0 ) {
// ignore
save = false;
}
}
break;
default:
break;
}
if ( save ) {
covmat[ lprop ] = value;
}
}
}
return converted;
}
preload() {
for ( const mn in this.materialsInfo ) {
this.create( mn );
}
}
getIndex( materialName ) {
return this.nameLookup[ materialName ];
}
getAsArray() {
let index = 0;
for ( const mn in this.materialsInfo ) {
this.materialsArray[ index ] = this.create( mn );
this.nameLookup[ mn ] = index;
index ++;
}
return this.materialsArray;
}
create( materialName ) {
if ( this.materials[ materialName ] === undefined ) {
this.createMaterial_( materialName );
}
return this.materials[ materialName ];
}
createMaterial_( materialName ) {
// Create material
const scope = this;
const mat = this.materialsInfo[ materialName ];
const params = {
name: materialName,
side: this.side
};
function resolveURL( baseUrl, url ) {
if ( typeof url !== 'string' || url === '' ) return ''; // Absolute URL
if ( /^https?:\/\//i.test( url ) ) return url;
return baseUrl + url;
}
function setMapForType( mapType, value ) {
if ( params[ mapType ] ) return; // Keep the first encountered texture
const texParams = scope.getTextureParams( value, params );
const map = scope.loadTexture( resolveURL( scope.baseUrl, texParams.url ) );
map.repeat.copy( texParams.scale );
map.offset.copy( texParams.offset );
map.wrapS = scope.wrap;
map.wrapT = scope.wrap;
params[ mapType ] = map;
}
for ( const prop in mat ) {
const value = mat[ prop ];
let n;
if ( value === '' ) continue;
switch ( prop.toLowerCase() ) {
// Ns is material specular exponent
case 'kd':
// Diffuse color (color under white light) using RGB values
params.color = new THREE.Color().fromArray( value );
break;
case 'ks':
// Specular color (color when light is reflected from shiny surface) using RGB values
params.specular = new THREE.Color().fromArray( value );
break;
case 'ke':
// Emissive using RGB values
params.emissive = new THREE.Color().fromArray( value );
break;
case 'map_kd':
// Diffuse texture map
setMapForType( 'map', value );
break;
case 'map_ks':
// Specular map
setMapForType( 'specularMap', value );
break;
case 'map_ke':
// Emissive map
setMapForType( 'emissiveMap', value );
break;
case 'norm':
setMapForType( 'normalMap', value );
break;
case 'map_bump':
case 'bump':
// Bump texture map
setMapForType( 'bumpMap', value );
break;
case 'map_d':
// Alpha map
setMapForType( 'alphaMap', value );
params.transparent = true;
break;
case 'ns':
// The specular exponent (defines the focus of the specular highlight)
// A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000.
params.shininess = parseFloat( value );
break;
case 'd':
n = parseFloat( value );
if ( n < 1 ) {
params.opacity = n;
params.transparent = true;
}
break;
case 'tr':
n = parseFloat( value );
if ( this.options && this.options.invertTrProperty ) n = 1 - n;
if ( n > 0 ) {
params.opacity = 1 - n;
params.transparent = true;
}
break;
default:
break;
}
}
this.materials[ materialName ] = new THREE.MeshPhongMaterial( params );
return this.materials[ materialName ];
}
getTextureParams( value, matParams ) {
const texParams = {
scale: new THREE.Vector2( 1, 1 ),
offset: new THREE.Vector2( 0, 0 )
};
const items = value.split( /\s+/ );
let pos;
pos = items.indexOf( '-bm' );
if ( pos >= 0 ) {
matParams.bumpScale = parseFloat( items[ pos + 1 ] );
items.splice( pos, 2 );
}
pos = items.indexOf( '-s' );
if ( pos >= 0 ) {
texParams.scale.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) );
items.splice( pos, 4 ); // we expect 3 parameters here!
}
pos = items.indexOf( '-o' );
if ( pos >= 0 ) {
texParams.offset.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) );
items.splice( pos, 4 ); // we expect 3 parameters here!
}
texParams.url = items.join( ' ' ).trim();
return texParams;
}
loadTexture( url, mapping, onLoad, onProgress, onError ) {
const manager = this.manager !== undefined ? this.manager : THREE.DefaultLoadingManager;
let loader = manager.getHandler( url );
if ( loader === null ) {
loader = new THREE.TextureLoader( manager );
}
if ( loader.setCrossOrigin ) loader.setCrossOrigin( this.crossOrigin );
const texture = loader.load( url, onLoad, onProgress, onError );
if ( mapping !== undefined ) texture.mapping = mapping;
return texture;
}
}
THREE.MTLLoader = MTLLoader;
} )();

View File

@ -1,808 +0,0 @@
( function () {
const _object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference
const _material_library_pattern = /^mtllib /; // usemtl material_name
const _material_use_pattern = /^usemtl /; // usemap map_name
const _map_use_pattern = /^usemap /;
const _vA = new THREE.Vector3();
const _vB = new THREE.Vector3();
const _vC = new THREE.Vector3();
const _ab = new THREE.Vector3();
const _cb = new THREE.Vector3();
function ParserState() {
const state = {
objects: [],
object: {},
vertices: [],
normals: [],
colors: [],
uvs: [],
materials: {},
materialLibraries: [],
startObject: function ( name, fromDeclaration ) {
// If the current object (initial from reset) is not from a g/o declaration in the parsed
// file. We need to use it for the first parsed g/o to keep things in sync.
if ( this.object && this.object.fromDeclaration === false ) {
this.object.name = name;
this.object.fromDeclaration = fromDeclaration !== false;
return;
}
const previousMaterial = this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined;
if ( this.object && typeof this.object._finalize === 'function' ) {
this.object._finalize( true );
}
this.object = {
name: name || '',
fromDeclaration: fromDeclaration !== false,
geometry: {
vertices: [],
normals: [],
colors: [],
uvs: [],
hasUVIndices: false
},
materials: [],
smooth: true,
startMaterial: function ( name, libraries ) {
const previous = this._finalize( false ); // New usemtl declaration overwrites an inherited material, except if faces were declared
// after the material, then it must be preserved for proper MultiMaterial continuation.
if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
this.materials.splice( previous.index, 1 );
}
const material = {
index: this.materials.length,
name: name || '',
mtllib: Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '',
smooth: previous !== undefined ? previous.smooth : this.smooth,
groupStart: previous !== undefined ? previous.groupEnd : 0,
groupEnd: - 1,
groupCount: - 1,
inherited: false,
clone: function ( index ) {
const cloned = {
index: typeof index === 'number' ? index : this.index,
name: this.name,
mtllib: this.mtllib,
smooth: this.smooth,
groupStart: 0,
groupEnd: - 1,
groupCount: - 1,
inherited: false
};
cloned.clone = this.clone.bind( cloned );
return cloned;
}
};
this.materials.push( material );
return material;
},
currentMaterial: function () {
if ( this.materials.length > 0 ) {
return this.materials[ this.materials.length - 1 ];
}
return undefined;
},
_finalize: function ( end ) {
const lastMultiMaterial = this.currentMaterial();
if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
lastMultiMaterial.inherited = false;
} // Ignore objects tail materials if no face declarations followed them before a new o/g started.
if ( end && this.materials.length > 1 ) {
for ( let mi = this.materials.length - 1; mi >= 0; mi -- ) {
if ( this.materials[ mi ].groupCount <= 0 ) {
this.materials.splice( mi, 1 );
}
}
} // Guarantee at least one empty material, this makes the creation later more straight forward.
if ( end && this.materials.length === 0 ) {
this.materials.push( {
name: '',
smooth: this.smooth
} );
}
return lastMultiMaterial;
}
}; // Inherit previous objects material.
// Spec tells us that a declared material must be set to all objects until a new material is declared.
// If a usemtl declaration is encountered while this new object is being parsed, it will
// overwrite the inherited material. Exception being that there was already face declarations
// to the inherited material, then it will be preserved for proper MultiMaterial continuation.
if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
const declared = previousMaterial.clone( 0 );
declared.inherited = true;
this.object.materials.push( declared );
}
this.objects.push( this.object );
},
finalize: function () {
if ( this.object && typeof this.object._finalize === 'function' ) {
this.object._finalize( true );
}
},
parseVertexIndex: function ( value, len ) {
const index = parseInt( value, 10 );
return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
},
parseNormalIndex: function ( value, len ) {
const index = parseInt( value, 10 );
return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
},
parseUVIndex: function ( value, len ) {
const index = parseInt( value, 10 );
return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
},
addVertex: function ( a, b, c ) {
const src = this.vertices;
const dst = this.object.geometry.vertices;
dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
},
addVertexPoint: function ( a ) {
const src = this.vertices;
const dst = this.object.geometry.vertices;
dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
},
addVertexLine: function ( a ) {
const src = this.vertices;
const dst = this.object.geometry.vertices;
dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
},
addNormal: function ( a, b, c ) {
const src = this.normals;
const dst = this.object.geometry.normals;
dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
},
addFaceNormal: function ( a, b, c ) {
const src = this.vertices;
const dst = this.object.geometry.normals;
_vA.fromArray( src, a );
_vB.fromArray( src, b );
_vC.fromArray( src, c );
_cb.subVectors( _vC, _vB );
_ab.subVectors( _vA, _vB );
_cb.cross( _ab );
_cb.normalize();
dst.push( _cb.x, _cb.y, _cb.z );
dst.push( _cb.x, _cb.y, _cb.z );
dst.push( _cb.x, _cb.y, _cb.z );
},
addColor: function ( a, b, c ) {
const src = this.colors;
const dst = this.object.geometry.colors;
if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
},
addUV: function ( a, b, c ) {
const src = this.uvs;
const dst = this.object.geometry.uvs;
dst.push( src[ a + 0 ], src[ a + 1 ] );
dst.push( src[ b + 0 ], src[ b + 1 ] );
dst.push( src[ c + 0 ], src[ c + 1 ] );
},
addDefaultUV: function () {
const dst = this.object.geometry.uvs;
dst.push( 0, 0 );
dst.push( 0, 0 );
dst.push( 0, 0 );
},
addUVLine: function ( a ) {
const src = this.uvs;
const dst = this.object.geometry.uvs;
dst.push( src[ a + 0 ], src[ a + 1 ] );
},
addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
const vLen = this.vertices.length;
let ia = this.parseVertexIndex( a, vLen );
let ib = this.parseVertexIndex( b, vLen );
let ic = this.parseVertexIndex( c, vLen );
this.addVertex( ia, ib, ic );
this.addColor( ia, ib, ic ); // normals
if ( na !== undefined && na !== '' ) {
const nLen = this.normals.length;
ia = this.parseNormalIndex( na, nLen );
ib = this.parseNormalIndex( nb, nLen );
ic = this.parseNormalIndex( nc, nLen );
this.addNormal( ia, ib, ic );
} else {
this.addFaceNormal( ia, ib, ic );
} // uvs
if ( ua !== undefined && ua !== '' ) {
const uvLen = this.uvs.length;
ia = this.parseUVIndex( ua, uvLen );
ib = this.parseUVIndex( ub, uvLen );
ic = this.parseUVIndex( uc, uvLen );
this.addUV( ia, ib, ic );
this.object.geometry.hasUVIndices = true;
} else {
// add placeholder values (for inconsistent face definitions)
this.addDefaultUV();
}
},
addPointGeometry: function ( vertices ) {
this.object.geometry.type = 'Points';
const vLen = this.vertices.length;
for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
const index = this.parseVertexIndex( vertices[ vi ], vLen );
this.addVertexPoint( index );
this.addColor( index );
}
},
addLineGeometry: function ( vertices, uvs ) {
this.object.geometry.type = 'Line';
const vLen = this.vertices.length;
const uvLen = this.uvs.length;
for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
}
for ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
}
}
};
state.startObject( '', false );
return state;
} //
class OBJLoader extends THREE.Loader {
constructor( manager ) {
super( manager );
this.materials = null;
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new THREE.FileLoader( this.manager );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( text ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
setMaterials( materials ) {
this.materials = materials;
return this;
}
parse( text ) {
const state = new ParserState();
if ( text.indexOf( '\r\n' ) !== - 1 ) {
// This is faster than String.split with regex that splits on both
text = text.replace( /\r\n/g, '\n' );
}
if ( text.indexOf( '\\\n' ) !== - 1 ) {
// join lines separated by a line continuation character (\)
text = text.replace( /\\\n/g, '' );
}
const lines = text.split( '\n' );
let line = '',
lineFirstChar = '';
let lineLength = 0;
let result = []; // Faster to just trim left side of the line. Use if available.
const trimLeft = typeof ''.trimLeft === 'function';
for ( let i = 0, l = lines.length; i < l; i ++ ) {
line = lines[ i ];
line = trimLeft ? line.trimLeft() : line.trim();
lineLength = line.length;
if ( lineLength === 0 ) continue;
lineFirstChar = line.charAt( 0 ); // @todo invoke passed in handler if any
if ( lineFirstChar === '#' ) continue;
if ( lineFirstChar === 'v' ) {
const data = line.split( /\s+/ );
switch ( data[ 0 ] ) {
case 'v':
state.vertices.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) );
if ( data.length >= 7 ) {
state.colors.push( parseFloat( data[ 4 ] ), parseFloat( data[ 5 ] ), parseFloat( data[ 6 ] ) );
} else {
// if no colors are defined, add placeholders so color and vertex indices match
state.colors.push( undefined, undefined, undefined );
}
break;
case 'vn':
state.normals.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) );
break;
case 'vt':
state.uvs.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ) );
break;
}
} else if ( lineFirstChar === 'f' ) {
const lineData = line.substr( 1 ).trim();
const vertexData = lineData.split( /\s+/ );
const faceVertices = []; // Parse the face vertex data into an easy to work with format
for ( let j = 0, jl = vertexData.length; j < jl; j ++ ) {
const vertex = vertexData[ j ];
if ( vertex.length > 0 ) {
const vertexParts = vertex.split( '/' );
faceVertices.push( vertexParts );
}
} // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
const v1 = faceVertices[ 0 ];
for ( let j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
const v2 = faceVertices[ j ];
const v3 = faceVertices[ j + 1 ];
state.addFace( v1[ 0 ], v2[ 0 ], v3[ 0 ], v1[ 1 ], v2[ 1 ], v3[ 1 ], v1[ 2 ], v2[ 2 ], v3[ 2 ] );
}
} else if ( lineFirstChar === 'l' ) {
const lineParts = line.substring( 1 ).trim().split( ' ' );
let lineVertices = [];
const lineUVs = [];
if ( line.indexOf( '/' ) === - 1 ) {
lineVertices = lineParts;
} else {
for ( let li = 0, llen = lineParts.length; li < llen; li ++ ) {
const parts = lineParts[ li ].split( '/' );
if ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] );
if ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] );
}
}
state.addLineGeometry( lineVertices, lineUVs );
} else if ( lineFirstChar === 'p' ) {
const lineData = line.substr( 1 ).trim();
const pointData = lineData.split( ' ' );
state.addPointGeometry( pointData );
} else if ( ( result = _object_pattern.exec( line ) ) !== null ) {
// o object_name
// or
// g group_name
// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
// let name = result[ 0 ].substr( 1 ).trim();
const name = ( ' ' + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
state.startObject( name );
} else if ( _material_use_pattern.test( line ) ) {
// material
state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
} else if ( _material_library_pattern.test( line ) ) {
// mtl file
state.materialLibraries.push( line.substring( 7 ).trim() );
} else if ( _map_use_pattern.test( line ) ) {
// the line is parsed but ignored since the loader assumes textures are defined MTL files
// (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
} else if ( lineFirstChar === 's' ) {
result = line.split( ' ' ); // smooth shading
// @todo Handle files that have varying smooth values for a set of faces inside one geometry,
// but does not define a usemtl for each face set.
// This should be detected and a dummy material created (later MultiMaterial and geometry groups).
// This requires some care to not create extra material on each smooth value for "normal" obj files.
// where explicit usemtl defines geometry groups.
// Example asset: examples/models/obj/cerberus/Cerberus.obj
/*
* http://paulbourke.net/dataformats/obj/
* or
* http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
*
* From chapter "Grouping" Syntax explanation "s group_number":
* "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
* Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
* surfaces, smoothing groups are either turned on or off; there is no difference between values greater
* than 0."
*/
if ( result.length > 1 ) {
const value = result[ 1 ].trim().toLowerCase();
state.object.smooth = value !== '0' && value !== 'off';
} else {
// ZBrush can produce "s" lines #11707
state.object.smooth = true;
}
const material = state.object.currentMaterial();
if ( material ) material.smooth = state.object.smooth;
} else {
// Handle null terminated files without exception
if ( line === '\0' ) continue;
console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
}
}
state.finalize();
const container = new THREE.Group();
container.materialLibraries = [].concat( state.materialLibraries );
const hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 );
if ( hasPrimitives === true ) {
for ( let i = 0, l = state.objects.length; i < l; i ++ ) {
const object = state.objects[ i ];
const geometry = object.geometry;
const materials = object.materials;
const isLine = geometry.type === 'Line';
const isPoints = geometry.type === 'Points';
let hasVertexColors = false; // Skip o/g line declarations that did not follow with any faces
if ( geometry.vertices.length === 0 ) continue;
const buffergeometry = new THREE.BufferGeometry();
buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
if ( geometry.normals.length > 0 ) {
buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
}
if ( geometry.colors.length > 0 ) {
hasVertexColors = true;
buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
}
if ( geometry.hasUVIndices === true ) {
buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
} // Create materials
const createdMaterials = [];
for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
const sourceMaterial = materials[ mi ];
const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
let material = state.materials[ materialHash ];
if ( this.materials !== null ) {
material = this.materials.create( sourceMaterial.name ); // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
const materialLine = new THREE.LineBasicMaterial();
THREE.Material.prototype.copy.call( materialLine, material );
materialLine.color.copy( material.color );
material = materialLine;
} else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
const materialPoints = new THREE.PointsMaterial( {
size: 10,
sizeAttenuation: false
} );
THREE.Material.prototype.copy.call( materialPoints, material );
materialPoints.color.copy( material.color );
materialPoints.map = material.map;
material = materialPoints;
}
}
if ( material === undefined ) {
if ( isLine ) {
material = new THREE.LineBasicMaterial();
} else if ( isPoints ) {
material = new THREE.PointsMaterial( {
size: 1,
sizeAttenuation: false
} );
} else {
material = new THREE.MeshPhongMaterial();
}
material.name = sourceMaterial.name;
material.flatShading = sourceMaterial.smooth ? false : true;
material.vertexColors = hasVertexColors;
state.materials[ materialHash ] = material;
}
createdMaterials.push( material );
} // Create mesh
let mesh;
if ( createdMaterials.length > 1 ) {
for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
const sourceMaterial = materials[ mi ];
buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
}
if ( isLine ) {
mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
} else if ( isPoints ) {
mesh = new THREE.Points( buffergeometry, createdMaterials );
} else {
mesh = new THREE.Mesh( buffergeometry, createdMaterials );
}
} else {
if ( isLine ) {
mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
} else if ( isPoints ) {
mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
} else {
mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
}
}
mesh.name = object.name;
container.add( mesh );
}
} else {
// if there is only the default parser state object with no geometry data, interpret data as point cloud
if ( state.vertices.length > 0 ) {
const material = new THREE.PointsMaterial( {
size: 1,
sizeAttenuation: false
} );
const buffergeometry = new THREE.BufferGeometry();
buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( state.vertices, 3 ) );
if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) {
buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( state.colors, 3 ) );
material.vertexColors = true;
}
const points = new THREE.Points( buffergeometry, material );
container.add( points );
}
}
return container;
}
}
THREE.OBJLoader = OBJLoader;
} )();

View File

@ -1,20 +1,22 @@
<div class='row'>
<div class='column'>
<h2 id='alcohol-and-the-brain'>Alcohol and the Brain</h2>
</div>
</div>
<div class='row'>
<div class='column column-50'>
<p>Binge drinking (drinking 5 units over a 2 hour period, followed by a period of abstinence) and high alcohol intake (more than 5 units a day), can lead to dependence, tolerance and cravings, which lead to a continuation of alcohol abuse to prevent withdrawal symptoms.</p>
<p>Chronic alcohol abuse can have adverse effects such as loss of balance and gait, slurred speech, slower reactions, poor memory consolidation, compromised emotional modulation and judgement. These effects in turn can lead to difficulties in social and emotional interactions, and a reduction in motivation, attention and impulse control.</p>
<p>These effects are studied and proven using methods such as MRI scans which show loss of neurons, particularly in the frontal lobe, the area most associated with reasoning, decision-making and rationality, however it can affect other areas of the brain such as the cerebellum (associated with balance and movement), hippocampus (memory) and amygdala (memory, decision making and emotional responses). [<a href='#ref-1'>1</a>]</p>
<p>Every year millions of people suffer from Alcohol use disorder, leading to physical and mental health problems.</p>
</div>
<div class='column column-50'>
<div class='alcohol-abuse-chart-box'>
<canvas id='alcohol-abuse'></canvas>
<p class='text-center'>Prevalence of alcohol abuse and direct death caused by alcohol dependance across the world [<a href='#ref-2'>2</a>]</p>
<section class='alcohol-and-the-brain'>
<div class='row'>
<div class='column'>
<h2 id='alcohol-and-the-brain'>Alcohol and the Brain</h2>
</div>
</div>
</div>
<div class='row'>
<div class='column content'>
<p>Binge drinking (drinking 5 units over a 2 hour period, followed by a period of abstinence) and high alcohol intake (more than 5 units a day), can lead to dependence, tolerance and cravings, which lead to a continuation of alcohol abuse to prevent withdrawal symptoms.</p>
<p>Chronic alcohol abuse can have adverse effects such as loss of balance and gait, slurred speech, slower reactions, poor memory consolidation, compromised emotional modulation and judgement. These effects in turn can lead to difficulties in social and emotional interactions, and a reduction in motivation, attention and impulse control.</p>
<p>These effects are studied and proven using methods such as MRI scans which show loss of neurons, particularly in the frontal lobe, the area most associated with reasoning, decision-making and rationality, however it can affect other areas of the brain such as the cerebellum (associated with balance and movement), hippocampus (memory) and amygdala (memory, decision making and emotional responses). [<a href='#ref-1'>1</a>]</p>
<p>Every year millions of people suffer from Alcohol use disorder, leading to physical and mental health problems.</p>
</div>
<div class='column chart'>
<div class='alcohol-abuse-chart-box'>
<canvas id='alcohol-abuse'></canvas>
<p class='text-center'>Prevalence of alcohol abuse and direct death caused by alcohol dependance across the world [<a href='#ref-2'>2</a>]</p>
</div>
</div>
</div>
</section>

View File

@ -2,5 +2,7 @@
<link rel='stylesheet' href='css/milligram.min.css' />
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/animate.css/4.1.1/animate.min.css" />
<link rel='stylesheet' href='css/style.css' />
<meta name="viewport" content="width=device-width, initial-scale=1.0">
</head>

View File

@ -25,7 +25,6 @@
<div class='vertical-space'></div>
{% include './alcohol-and-the-brain.nj' %}
{% include './what-is-cerebellum.nj' %}

View File

@ -1,11 +1,10 @@
<script src='javascript/anime.min.js'></script>
<script src='javascript/lodash.min.js'></script>
<script src='javascript/deps/anime.min.js'></script>
<script src='javascript/deps/lodash.min.js'></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/Chart.js/3.5.1/chart.min.js" integrity="sha512-Wt1bJGtlnMtGP0dqNFH1xlkLBNpEodaiQ8ZN5JLA5wpc1sUlk/O5uuOMNgvzddzkpvZ9GLyYNa8w2s7rqiTk5Q==" crossorigin="anonymous" referrerpolicy="no-referrer"></script>
<script src="javascript/alcohol-use-disorder.js"></script>
<script src='javascript/main.js'></script>
<script src="javascript/three.js"></script>
<script src="javascript/OBJLoader.js"></script>
<script src="javascript/GLTFLoader.js"></script>
<script src="javascript/MTLLoader.js"></script>
<script src="javascript/OrbitControls.js"></script>
<script src="javascript/deps/three.js"></script>
<script src="javascript/deps/GLTFLoader.js"></script>
<script src="javascript/deps/OrbitControls.js"></script>
<script src="javascript/brain.js"></script>