1// Live scanned-head volume for the Segmentation research card. 2// Reuses the three.js webgl_texture2darray example (256x256x109 CT volume, 3// WebGL2 sampler2DArray) â the same volume as the corner head-scan ornament â 4// but here it floats on the card's tinted disc and slowly scrubs through the 5// slice stack so it reads as an active scan. Renders only while the Research 6// section is showing; a single static slice under reduced-motion. 7import * as THREE from "https://esm.sh/[email protected]"; 8import { unzipSync } from "https://esm.sh/[email protected]/examples/jsm/libs/fflate.module.js"; 9 10const canvas = document.querySelector(".research-card-orb-scan"); 11 12const VOLUME_URL = 13 "https://cdn.jsdelivr.net/gh/mrdoob/three.js@r169/examples/textures/3d/head256x256x109.zip"; 14 15// Scrub through the anatomically rich middle of the 109-slice stack. 16const DEPTH_MIN = 28; 17const DEPTH_MAX = 88; 18const DEPTH_MID = (DEPTH_MIN + DEPTH_MAX) / 2; 19const DEPTH_AMP = (DEPTH_MAX - DEPTH_MIN) / 2; 20const SCRUB_SPEED = 0.006; // radians/frame â a slow, calm sweep 21 22const PLANE = 50; 23 24const vertexShader = /* glsl */ ` 25 uniform vec2 size; 26 out vec2 vUv; 27 void main() { 28 gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); 29 vUv.xy = position.xy / size + 0.5; 30 vUv.y = 1.0 - vUv.y; // source data is upside down 31 } 32`; 33 34const fragmentShader = /* glsl */ ` 35 precision highp float; 36 precision highp int; 37 precision highp sampler2DArray; 38 39 uniform sampler2DArray diffuse; 40 uniform float depth; 41 in vec2 vUv; 42 out vec4 outColor; 43 44 void main() { 45 float v = texture( diffuse, vec3( vUv, depth ) ).r; 46 // Head opaque and near-white, air transparent, so it floats on the disc. 47 outColor = vec4( vec3( v * 1.75 ), smoothstep( 0.04, 0.24, v ) ); 48 } 49`; 50 51const reduceMotion = window.matchMedia( 52 "(prefers-reduced-motion: reduce)" 53).matches; 54 55let renderer, scene, camera, mesh; 56let ready = false; 57let running = false; 58let phase = 0; 59 60function inResearch() { 61 return ( 62 document.documentElement.getAttribute("data-section") === "research" || 63 document.querySelector("#research.section.active") !== null 64 ); 65} 66 67function build() { 68 renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true, canvas }); 69 renderer.setPixelRatio(1); 70 renderer.setSize(canvas.width, canvas.height, false); 71 renderer.setClearColor(0x00_00_00, 0); 72 73 scene = new THREE.Scene(); 74 75 const h = PLANE / 2; 76 camera = new THREE.OrthographicCamera(-h, h, h, -h, 0.1, 1000); 77 camera.position.z = 100; 78 79 new THREE.FileLoader() 80 .setResponseType("arraybuffer") 81 .load(VOLUME_URL, (data) => { 82 const zip = unzipSync(new Uint8Array(data)); 83 const array = new Uint8Array(zip.head256x256x109.buffer); 84 85 const texture = new THREE.DataArrayTexture(array, 256, 256, 109); 86 texture.format = THREE.RedFormat; 87 texture.needsUpdate = true; 88 89 const material = new THREE.ShaderMaterial({ 90 fragmentShader, 91 glslVersion: THREE.GLSL3, 92 transparent: true, 93 uniforms: { 94 depth: { value: DEPTH_MID }, 95 diffuse: { value: texture }, 96 size: { value: new THREE.Vector2(PLANE, PLANE) }, 97 }, 98 vertexShader, 99 }); 100 101 mesh = new THREE.Mesh(new THREE.PlaneGeometry(PLANE, PLANE), material); 102 scene.add(mesh); 103 ready = true; 104 105 renderer.render(scene, camera); // first paint at the mid slice 106 if (!reduceMotion) { 107 ensureRunning(); 108 } 109 }); 110} 111 112function tick() { 113 if (!ready || reduceMotion || !inResearch()) { 114 running = false; 115 return; 116 } 117 phase += SCRUB_SPEED; 118 mesh.material.uniforms.depth.value = DEPTH_MID + DEPTH_AMP * Math.sin(phase); 119 renderer.render(scene, camera); 120 requestAnimationFrame(tick); 121} 122 123function ensureRunning() { 124 if (running || !ready || reduceMotion || !inResearch()) { 125 return; 126 } 127 running = true; 128 requestAnimationFrame(tick); 129} 130 131if (canvas) { 132 build(); 133 const observer = new MutationObserver(ensureRunning); 134 observer.observe(document.documentElement, { 135 attributeFilter: ["data-section"], 136 attributes: true, 137 }); 138}
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.