Difference between revisions of "Team:Warwick/Modelling2"

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<!DOCTYPE html>
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{{Warwick}}
 
<html>
 
<html>
<head>
 
<meta charset="utf-8">
 
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
 
<title>three.js css3d - periodic table</title>
 
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body {
 
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margin: 0;
 
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a {
+
<!-- SUBHEADER
color: #ffffff;
+
================================================== -->
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+
  
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+
<a id="link1"></a>
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<div id="subheader">
width: 100%;
+
<div class="row">
color: #ffffff;
+
padding: 5px;
+
</div>
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+
</div>
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<div class="hr">
font-weight: bold;
+
</div>
text-align: center;
+
z-index: 1;
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#menu {
+
<!-- CONTENT
position: absolute;
+
================================================== -->
bottom: 20px;
+
width: 100%;
+
text-align: center;
+
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+
  
.element {
 
width: 120px;
 
height: 160px;
 
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+
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.element .symbol {
+
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<div class="row">
top: 40px;
+
    <!-- MAIN CONTENT-->
left: 0px;
+
<div class="eight columns">
right: 0px;
+
<div class="sectiontitle">
font-size: 60px;
+
<h4>DNA Origami Glue</h4>
font-weight: bold;
+
</div>
color: rgba(255,255,255,0.75);
+
<!-- Services List-->
text-shadow: 0 0 10px rgba(0,255,255,0.95);
+
}
+
<div class="fifteen columns noleftmargin">
 +
<p><img src="https://static.igem.org/mediawiki/2015/5/5b/Warwickbubbles3.png" height="120px" width="800px" border="1px"></p>
 +
<p>  This deals with the issue of creating 2D and possibly 3D shapes without excessive waste of DNA. It does this by sticking cells together using DNA Origami as a glue. DNA origami is a method of creating shapes out of DNA by designing strands of DNA to be complementary to one another so that when they are put together and denatured and annealed they form a shape.  </p>
  
.element .details {
+
<p>_________________________________________________________________________________________________________________________________________________________________________</p><h5>How it would work</h5>
position: absolute;
+
<p>
bottom: 15px;
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<p style="float: right;"><img src="https://static.igem.org/mediawiki/2015/4/4e/Warwickh.png" align="right" height="150px" width="150px" border="1px"></p>
left: 0px;
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<p style="float: left;"><img src="https://static.igem.org/mediawiki/2015/7/74/WarwickE.coli_Bonded_to_Origami.png" height="300px" width="300px" border="1px"></p>
right: 0px;
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The image on the left shows how the <i>E.coli</i> will bond to the DNA Origami structures. We can choose what zinc fingers go on what end of the structures so we could have a pattern in the origami structure. This is useful for analysing microbial communities as it allows different cell types to be brought together.
font-size: 12px;
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<br>It would be possible to create 2D and 3D structures using these Origami structures as a glue to hold the cells together but would require hundreds of different zinc fingers to prevent the wrong parts being bonded to one another.
color: rgba(127,255,255,0.75);
+
<br>This shows how a simple shape could be made by using <i>E.coli</i> (black squares) by connecting them with DNA origami (red crosses). In order for a shape to be made each piece of <i>E.coli</i> needs to express a different zinc finger so that it can only be bonded to a specific piece of origami (no non-specific bonding).
}
+
<br>We only have four zinc fingers which means that we don’t have many options for patterns we could make, but given enough time and resources we could easily optimise more zinc fingers so more complex shapes could be made.
 +
<br>Future iGEM teams could create more zinc fingers which could be combined with our structures so that as time progresses a database of different shaped and sized oligonucleotide adhesives can be made. Our project could then be used as a stepping stone to create complex 2D and eventually 3D shapes and structures.
 +
</p>
 +
 +
<p>_________________________________________________________________________________________________________________________________________________________________________</p><h5>DNA Origami</h5>
 +
<p>
 +
<img src="https://static.igem.org/mediawiki/2015/9/94/WarwickDna_origami_ic.png" class="pics" alt=""> This shows how the DNA strands come together. Three double stranded strings of DNA are denatured and then when slowly cooled will come together to form the Y shape. However after the denaturing each strand of DNA has an equal chance of bonding to the original piece of DNA as it does to the correct origami side. Therefore the more complex the structure the less likely it is that that structure will fully form.
 +
<p style="float: left;"><img src="https://static.igem.org/mediawiki/2015/4/44/WarwickY_PlasmidSequences.png" height="300px" width="300px" border="1px"></p>This is a sequence we came up with for a Y shaped origami structure. <br><br>
 +
<br>The highlighted colours correspond to half of one arm which is complementary to half of another arm of the same colour. At the ends of each coloured string is the binding site for a zinc finger.<br>
 +
<br>This structure will self assemble into a shape with arms of length 150 base pairs with the 9 base pair long binding site on the ends.
 +
<br>This sequence had to have various boundary conditions, such as reasonable CG content, so that the melting temperature isn't massively out of the required range. The strings also couldn't be allowed to form secondary structures. <br><br> 
 +
</p>
 +
<br>
  
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this.dynamicDampingFactor = 0.2;
 
 
this.minDistance = 0;
 
this.maxDistance = Infinity;
 
 
this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ];
 
 
// internals
 
 
this.target = new THREE.Vector3();
 
 
var EPS = 0.000001;
 
 
var lastPosition = new THREE.Vector3();
 
 
var _state = STATE.NONE,
 
_prevState = STATE.NONE,
 
 
_eye = new THREE.Vector3(),
 
 
_movePrev = new THREE.Vector2(),
 
_moveCurr = new THREE.Vector2(),
 
 
_lastAxis = new THREE.Vector3(),
 
_lastAngle = 0,
 
 
_zoomStart = new THREE.Vector2(),
 
_zoomEnd = new THREE.Vector2(),
 
 
_touchZoomDistanceStart = 0,
 
_touchZoomDistanceEnd = 0,
 
 
_panStart = new THREE.Vector2(),
 
_panEnd = new THREE.Vector2();
 
 
// for reset
 
 
this.target0 = this.target.clone();
 
this.position0 = this.object.position.clone();
 
this.up0 = this.object.up.clone();
 
 
// events
 
 
var changeEvent = { type: 'change' };
 
var startEvent = { type: 'start' };
 
var endEvent = { type: 'end' };
 
 
 
// methods
 
 
this.handleResize = function () {
 
 
if ( this.domElement === document ) {
 
 
this.screen.left = 0;
 
this.screen.top = 0;
 
this.screen.width = window.innerWidth;
 
this.screen.height = window.innerHeight;
 
 
} else {
 
 
var box = this.domElement.getBoundingClientRect();
 
// adjustments come from similar code in the jquery offset() function
 
var d = this.domElement.ownerDocument.documentElement;
 
this.screen.left = box.left + window.pageXOffset - d.clientLeft;
 
this.screen.top = box.top + window.pageYOffset - d.clientTop;
 
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this.screen.height = box.height;
 
 
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};
 
 
this.handleEvent = function ( event ) {
 
 
if ( typeof this[ event.type ] == 'function' ) {
 
 
this[ event.type ]( event );
 
 
}
 
 
};
 
 
var getMouseOnScreen = ( function () {
 
 
var vector = new THREE.Vector2();
 
 
return function ( pageX, pageY ) {
 
 
vector.set(
 
( pageX - _this.screen.left ) / _this.screen.width,
 
( pageY - _this.screen.top ) / _this.screen.height
 
);
 
 
return vector;
 
 
};
 
 
}() );
 
 
var getMouseOnCircle = ( function () {
 
 
var vector = new THREE.Vector2();
 
 
return function ( pageX, pageY ) {
 
 
vector.set(
 
( ( pageX - _this.screen.width * 0.5 - _this.screen.left ) / ( _this.screen.width * 0.5 ) ),
 
( ( _this.screen.height + 2 * ( _this.screen.top - pageY ) ) / _this.screen.width ) // screen.width intentional
 
);
 
 
return vector;
 
};
 
 
}() );
 
 
this.rotateCamera = (function() {
 
 
var axis = new THREE.Vector3(),
 
quaternion = new THREE.Quaternion(),
 
eyeDirection = new THREE.Vector3(),
 
objectUpDirection = new THREE.Vector3(),
 
objectSidewaysDirection = new THREE.Vector3(),
 
moveDirection = new THREE.Vector3(),
 
angle;
 
 
return function () {
 
 
moveDirection.set( _moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0 );
 
angle = moveDirection.length();
 
 
if ( angle ) {
 
 
_eye.copy( _this.object.position ).sub( _this.target );
 
 
eyeDirection.copy( _eye ).normalize();
 
objectUpDirection.copy( _this.object.up ).normalize();
 
objectSidewaysDirection.crossVectors( objectUpDirection, eyeDirection ).normalize();
 
 
objectUpDirection.setLength( _moveCurr.y - _movePrev.y );
 
objectSidewaysDirection.setLength( _moveCurr.x - _movePrev.x );
 
 
moveDirection.copy( objectUpDirection.add( objectSidewaysDirection ) );
 
 
axis.crossVectors( moveDirection, _eye ).normalize();
 
 
angle *= _this.rotateSpeed;
 
quaternion.setFromAxisAngle( axis, angle );
 
 
_eye.applyQuaternion( quaternion );
 
_this.object.up.applyQuaternion( quaternion );
 
 
_lastAxis.copy( axis );
 
_lastAngle = angle;
 
 
}
 
 
else if ( !_this.staticMoving && _lastAngle ) {
 
 
_lastAngle *= Math.sqrt( 1.0 - _this.dynamicDampingFactor );
 
_eye.copy( _this.object.position ).sub( _this.target );
 
quaternion.setFromAxisAngle( _lastAxis, _lastAngle );
 
_eye.applyQuaternion( quaternion );
 
_this.object.up.applyQuaternion( quaternion );
 
 
}
 
 
_movePrev.copy( _moveCurr );
 
 
};
 
 
}());
 
 
 
this.zoomCamera = function () {
 
 
var factor;
 
 
if ( _state === STATE.TOUCH_ZOOM_PAN ) {
 
 
factor = _touchZoomDistanceStart / _touchZoomDistanceEnd;
 
_touchZoomDistanceStart = _touchZoomDistanceEnd;
 
_eye.multiplyScalar( factor );
 
 
} else {
 
 
factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed;
 
 
if ( factor !== 1.0 && factor > 0.0 ) {
 
 
_eye.multiplyScalar( factor );
 
 
if ( _this.staticMoving ) {
 
 
_zoomStart.copy( _zoomEnd );
 
 
} else {
 
 
_zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor;
 
 
}
 
 
}
 
 
}
 
 
};
 
 
this.panCamera = (function() {
 
 
var mouseChange = new THREE.Vector2(),
 
objectUp = new THREE.Vector3(),
 
pan = new THREE.Vector3();
 
 
return function () {
 
 
mouseChange.copy( _panEnd ).sub( _panStart );
 
 
if ( mouseChange.lengthSq() ) {
 
 
mouseChange.multiplyScalar( _eye.length() * _this.panSpeed );
 
 
pan.copy( _eye ).cross( _this.object.up ).setLength( mouseChange.x );
 
pan.add( objectUp.copy( _this.object.up ).setLength( mouseChange.y ) );
 
 
_this.object.position.add( pan );
 
_this.target.add( pan );
 
 
if ( _this.staticMoving ) {
 
 
_panStart.copy( _panEnd );
 
 
} else {
 
 
_panStart.add( mouseChange.subVectors( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor ) );
 
 
}
 
 
}
 
};
 
 
}());
 
 
this.checkDistances = function () {
 
 
if ( !_this.noZoom || !_this.noPan ) {
 
 
if ( _eye.lengthSq() > _this.maxDistance * _this.maxDistance ) {
 
 
_this.object.position.addVectors( _this.target, _eye.setLength( _this.maxDistance ) );
 
 
}
 
 
if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) {
 
 
_this.object.position.addVectors( _this.target, _eye.setLength( _this.minDistance ) );
 
 
}
 
 
}
 
 
};
 
 
this.update = function () {
 
 
_eye.subVectors( _this.object.position, _this.target );
 
 
if ( !_this.noRotate ) {
 
 
_this.rotateCamera();
 
 
}
 
 
if ( !_this.noZoom ) {
 
 
_this.zoomCamera();
 
 
}
 
 
if ( !_this.noPan ) {
 
 
_this.panCamera();
 
 
}
 
 
_this.object.position.addVectors( _this.target, _eye );
 
 
_this.checkDistances();
 
 
_this.object.lookAt( _this.target );
 
 
if ( lastPosition.distanceToSquared( _this.object.position ) > EPS ) {
 
 
_this.dispatchEvent( changeEvent );
 
 
lastPosition.copy( _this.object.position );
 
 
}
 
 
};
 
 
this.reset = function () {
 
 
_state = STATE.NONE;
 
_prevState = STATE.NONE;
 
 
_this.target.copy( _this.target0 );
 
_this.object.position.copy( _this.position0 );
 
_this.object.up.copy( _this.up0 );
 
 
_eye.subVectors( _this.object.position, _this.target );
 
 
_this.object.lookAt( _this.target );
 
 
_this.dispatchEvent( changeEvent );
 
 
lastPosition.copy( _this.object.position );
 
 
};
 
 
// listeners
 
 
function keydown( event ) {
 
 
if ( _this.enabled === false ) return;
 
 
window.removeEventListener( 'keydown', keydown );
 
 
_prevState = _state;
 
 
if ( _state !== STATE.NONE ) {
 
 
return;
 
 
} else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && !_this.noRotate ) {
 
 
_state = STATE.ROTATE;
 
 
} else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && !_this.noZoom ) {
 
 
_state = STATE.ZOOM;
 
 
} else if ( event.keyCode === _this.keys[ STATE.PAN ] && !_this.noPan ) {
 
 
_state = STATE.PAN;
 
 
}
 
 
}
 
 
function keyup( event ) {
 
 
if ( _this.enabled === false ) return;
 
 
_state = _prevState;
 
 
window.addEventListener( 'keydown', keydown, false );
 
 
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function mousedown( event ) {
 
 
if ( _this.enabled === false ) return;
 
 
event.preventDefault();
 
event.stopPropagation();
 
 
if ( _state === STATE.NONE ) {
 
 
_state = event.button;
 
 
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+
<p>_________________________________________________________________________________________________________________________________________________________________________</p><h5>Minimum Size of Plasmids</h5>
camera: { fov: 0, style: '' },
+
<p>
objects: {}
+
It is paramount that the length of the plasmid arms are kept to a minimum length as the longer the arms the more unstable the resulting structure will be. It would also take a longer time to form and would have a lower probability of formation. However if the plasmid arms are kept to the smallest possible size it decreases the likelihood of the correct number of <i>E.coli</i> cells bonding to the ends (we have assumed that the ends of the <i>E.coli</i> are perfect spheres and will bond in the centre- if this is not the case the you will need an extra length to accommodate. We calculated 30% would be the optimum error margin to add). <br> Obviously calculating the plasmid sizes is very important then as it dictates cost and efficiency. The cube construction page explains how this was done.
};
+
</p>
 +
 +
 +
<p>_________________________________________________________________________________________________________________________________________________________________________</p><h5>Probability of Formation</h5>
 +
<p>
 +
<p style="float: right;"><img src="https://static.igem.org/mediawiki/2015/2/2c/WarwickProbabilityofformation.png" align="right" height="300px" width="440px" border="1px"></p>
 +
<p style="float: left;"><img src="https://static.igem.org/mediawiki/2015/9/9f/WarwickTableofprob.png" height="200px" width="200px" border="1px"></p>
 +
As you can see the probability of a structure fully forming decreases exponentially as the complexity increases. However, even though for larger number of arms there is a very high chance of a structure forming it is unlikely for all the arms to form. Therefore, for our experiments it would be better to focus on using structures with fewer number of arms to save time and money.
 +
<br>
 +
<br>
 +
<br>
 +
<br>
 +
<br>
 +
<br>
 +
<br>
 +
<br>
 +
<br>
 +
<br>
 +
<br>
 +
<p style="float: right;">
 +
</p>
 +
<p>_________________________________________________________________________________________________________________________________________________________________________</p><h5>Origami Alternative</h5>
 +
<p>
 +
<p style="float: left;"><img src="https://static.igem.org/mediawiki/2015/d/dd/WarwickOrigamifinal.png" height="350px" width="1100px" border="1px"></p>
 +
The previous design, which used DNA Origami required lengths of DNA to be synthesised. This is very expensive and time consuming. In order to minimise costs we need to be able to make the structures using already available DNA.
 +
<br>As you can see from the images above to accomplish this we will cut correct lengths of DNA out of already available plasmid inserts then denature them, binding two single stranded pieces of DNA together to form a string of twice the length. Doing this allows origami to be used to form a structure as the sides of the single strands will have a complementary pair. This also allows for quick PCR.
 +
<br>We decided to use plasmids from the last two years iGEM part registry.
 +
<br>
 +
<br><br><br>
 +
<p>_________________________________________________________________________________________________________________________________________________________________________</p>
 +
<div class="sectiontitle">
 +
<h4>DNA Origami Glue Sequences</h4>
 +
</div>
  
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+
<p>Below shows the process by which the DNA origami structures are made using already available DNA.</p><br>
 
+
<!-- Services List-->
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+
<div class="fifteen columns noleftmargin">
 
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cameraElement.style.WebkitTransformStyle = 'preserve-3d';
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<p>
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<img src="https://static.igem.org/mediawiki/2015/7/7d/Warwick3armedglue.png" class="pics" alt="" height="700px" width="980px">
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</p>
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<p>_________________________________________________________________________________________________________________________________________________________________________</p><h5>BBa_K314110</h5>
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<p>
 
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<p style="float: right;"><img src="https://static.igem.org/mediawiki/2015/c/c8/WarwickSequencesfor3.png" align="right" height="300px" width="440px" border="1px"></p>
};
+
The right shows the sequences and linkers which we will use.  
 
+
<br><b>Procedure</b>
this.setSize = function ( width, height ) {
+
<br>1) Remove insert from plasmid
 
+
<br>2) PCR the plasmids
_width = width;
+
<br>3) Use restriction enzymes to cut the plasmids into smaller pieces of equal length (150 bp)
_height = height;
+
<br>4) Create "linker" DNA
 
+
<br>5) Denature the double stranded DNA and add linkers
_widthHalf = _width / 2;
+
<br>6) Allow to cool and be amazed at the results
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')';
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var elements = matrix.elements;
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')';
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+
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// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
+
 
+
matrix.copy( camera.matrixWorldInverse );
+
matrix.transpose();
+
matrix.copyPosition( object.matrixWorld );
+
matrix.scale( object.scale );
+
 
+
matrix.elements[ 3 ] = 0;
+
matrix.elements[ 7 ] = 0;
+
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+
matrix.elements[ 15 ] = 1;
+
 
+
style = getObjectCSSMatrix( matrix );
+
 
+
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+
 
+
style = getObjectCSSMatrix( object.matrixWorld );
+
 
+
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+
 
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+
var cachedStyle = cache.objects[ object.id ];
+
 
+
if ( cachedStyle === undefined || cachedStyle !== style ) {
+
 
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element.style.WebkitTransform = style;
+
element.style.MozTransform = style;
+
element.style.oTransform = style;
+
element.style.transform = style;
+
 
+
cache.objects[ object.id ] = style;
+
 
+
}
+
 
+
if ( element.parentNode !== cameraElement ) {
+
 
+
cameraElement.appendChild( element );
+
 
+
}
+
 
+
}
+
 
+
for ( var i = 0, l = object.children.length; i < l; i ++ ) {
+
 
+
renderObject( object.children[ i ], camera );
+
 
+
}
+
 
+
};
+
 
+
this.render = function ( scene, camera ) {
+
 
+
var fov = 0.5 / Math.tan( THREE.Math.degToRad( camera.fov * 0.5 ) ) * _height;
+
 
+
if ( cache.camera.fov !== fov ) {
+
 
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domElement.style.WebkitPerspective = fov + "px";
+
domElement.style.MozPerspective = fov + "px";
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domElement.style.oPerspective = fov + "px";
+
domElement.style.perspective = fov + "px";
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cache.camera.fov = fov;
+
 
+
}
+
 
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scene.updateMatrixWorld();
+
 
+
if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
 
+
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
 
+
var style = "translate3d(0,0," + fov + "px)" + getCameraCSSMatrix( camera.matrixWorldInverse ) +
+
" translate3d(" + _widthHalf + "px," + _heightHalf + "px, 0)";
+
 
+
if ( cache.camera.style !== style ) {
+
 
+
cameraElement.style.WebkitTransform = style;
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cameraElement.style.MozTransform = style;
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cameraElement.style.oTransform = style;
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cameraElement.style.transform = style;
+
 
 
cache.camera.style = style;
+
<p style="float: right;">
  
}
+
<p style="float: left;"><img src="https://static.igem.org/mediawiki/2015/2/25/WarwickPrimersequencesfory.png" align="right" height="400px" width="640px" border="1px"></p>
 +
</p>
  
renderObject( scene, camera );
 
  
};
 
  
};
 
</script>
 
  
<div id="container"></div>
+
<p style="float: right;">
<div id="info"><a href="http://threejs.org" target="_blank">three.js css3d</a> - periodic table. <a href="https://plus.google.com/113862800338869870683/posts/QcFk5HrWran" target="_blank">info</a>.</div>
+
</p>
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+
<button id="table">TABLE</button>
+
<button id="sphere">SPHERE</button>
+
<button id="helix">HELIX</button>
+
<button id="grid">GRID</button>
+
 
</div>
 
</div>
 +
 +
</p>
 +
</div>
 +
</div>
  
<script>
+
<p style="float: right;">
 +
</p>
 +
</div>
 +
<div class="clear">
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 +
 +
</p>
 +
</div>
 +
</div><!-- end main content-->
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 +
    <!-- SIDEBAR-->
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</div>
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<div class="hr">
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</div>
  
var table = [
 
"H", "Hydrogen", "1.00794", 1, 1,
 
"He", "Helium", "4.002602", 18, 1,
 
"Li", "Lithium", "6.941", 1, 2,
 
"Be", "Beryllium", "9.012182", 2, 2,
 
"B", "Boron", "10.811", 13, 2,
 
"C", "Carbon", "12.0107", 14, 2,
 
"N", "Nitrogen", "14.0067", 15, 2,
 
"O", "Oxygen", "15.9994", 16, 2,
 
"F", "Fluorine", "18.9984032", 17, 2,
 
"Ne", "Neon", "20.1797", 18, 2,
 
"Na", "Sodium", "22.98976...", 1, 3,
 
"Mg", "Magnesium", "24.305", 2, 3,
 
"Al", "Aluminium", "26.9815386", 13, 3,
 
"Si", "Silicon", "28.0855", 14, 3,
 
"P", "Phosphorus", "30.973762", 15, 3,
 
"S", "Sulfur", "32.065", 16, 3,
 
"Cl", "Chlorine", "35.453", 17, 3,
 
"Ar", "Argon", "39.948", 18, 3,
 
"K", "Potassium", "39.948", 1, 4,
 
"Ca", "Calcium", "40.078", 2, 4,
 
"Sc", "Scandium", "44.955912", 3, 4,
 
"Ti", "Titanium", "47.867", 4, 4,
 
"V", "Vanadium", "50.9415", 5, 4,
 
"Cr", "Chromium", "51.9961", 6, 4,
 
"Mn", "Manganese", "54.938045", 7, 4,
 
"Fe", "Iron", "55.845", 8, 4,
 
"Co", "Cobalt", "58.933195", 9, 4,
 
"Ni", "Nickel", "58.6934", 10, 4,
 
"Cu", "Copper", "63.546", 11, 4,
 
"Zn", "Zinc", "65.38", 12, 4,
 
"Ga", "Gallium", "69.723", 13, 4,
 
"Ge", "Germanium", "72.63", 14, 4,
 
"As", "Arsenic", "74.9216", 15, 4,
 
"Se", "Selenium", "78.96", 16, 4,
 
"Br", "Bromine", "79.904", 17, 4,
 
"Kr", "Krypton", "83.798", 18, 4,
 
"Rb", "Rubidium", "85.4678", 1, 5,
 
"Sr", "Strontium", "87.62", 2, 5,
 
"Y", "Yttrium", "88.90585", 3, 5,
 
"Zr", "Zirconium", "91.224", 4, 5,
 
"Nb", "Niobium", "92.90628", 5, 5,
 
"Mo", "Molybdenum", "95.96", 6, 5,
 
"Tc", "Technetium", "(98)", 7, 5,
 
"Ru", "Ruthenium", "101.07", 8, 5,
 
"Rh", "Rhodium", "102.9055", 9, 5,
 
"Pd", "Palladium", "106.42", 10, 5,
 
"Ag", "Silver", "107.8682", 11, 5,
 
"Cd", "Cadmium", "112.411", 12, 5,
 
"In", "Indium", "114.818", 13, 5,
 
"Sn", "Tin", "118.71", 14, 5,
 
"Sb", "Antimony", "121.76", 15, 5,
 
"Te", "Tellurium", "127.6", 16, 5,
 
"I", "Iodine", "126.90447", 17, 5,
 
"Xe", "Xenon", "131.293", 18, 5,
 
"Cs", "Caesium", "132.9054", 1, 6,
 
"Ba", "Barium", "132.9054", 2, 6,
 
"La", "Lanthanum", "138.90547", 4, 9,
 
"Ce", "Cerium", "140.116", 5, 9,
 
"Pr", "Praseodymium", "140.90765", 6, 9,
 
"Nd", "Neodymium", "144.242", 7, 9,
 
"Pm", "Promethium", "(145)", 8, 9,
 
"Sm", "Samarium", "150.36", 9, 9,
 
"Eu", "Europium", "151.964", 10, 9,
 
"Gd", "Gadolinium", "157.25", 11, 9,
 
"Tb", "Terbium", "158.92535", 12, 9,
 
"Dy", "Dysprosium", "162.5", 13, 9,
 
"Ho", "Holmium", "164.93032", 14, 9,
 
"Er", "Erbium", "167.259", 15, 9,
 
"Tm", "Thulium", "168.93421", 16, 9,
 
"Yb", "Ytterbium", "173.054", 17, 9,
 
"Lu", "Lutetium", "174.9668", 18, 9,
 
"Hf", "Hafnium", "178.49", 4, 6,
 
"Ta", "Tantalum", "180.94788", 5, 6,
 
"W", "Tungsten", "183.84", 6, 6,
 
"Re", "Rhenium", "186.207", 7, 6,
 
"Os", "Osmium", "190.23", 8, 6,
 
"Ir", "Iridium", "192.217", 9, 6,
 
"Pt", "Platinum", "195.084", 10, 6,
 
"Au", "Gold", "196.966569", 11, 6,
 
"Hg", "Mercury", "200.59", 12, 6,
 
"Tl", "Thallium", "204.3833", 13, 6,
 
"Pb", "Lead", "207.2", 14, 6,
 
"Bi", "Bismuth", "208.9804", 15, 6,
 
"Po", "Polonium", "(209)", 16, 6,
 
"At", "Astatine", "(210)", 17, 6,
 
"Rn", "Radon", "(222)", 18, 6,
 
"Fr", "Francium", "(223)", 1, 7,
 
"Ra", "Radium", "(226)", 2, 7,
 
"Ac", "Actinium", "(227)", 4, 10,
 
"Th", "Thorium", "232.03806", 5, 10,
 
"Pa", "Protactinium", "231.0588", 6, 10,
 
"U", "Uranium", "238.02891", 7, 10,
 
"Np", "Neptunium", "(237)", 8, 10,
 
"Pu", "Plutonium", "(244)", 9, 10,
 
"Am", "Americium", "(243)", 10, 10,
 
"Cm", "Curium", "(247)", 11, 10,
 
"Bk", "Berkelium", "(247)", 12, 10,
 
"Cf", "Californium", "(251)", 13, 10,
 
"Es", "Einstenium", "(252)", 14, 10,
 
"Fm", "Fermium", "(257)", 15, 10,
 
"Md", "Mendelevium", "(258)", 16, 10,
 
"No", "Nobelium", "(259)", 17, 10,
 
"Lr", "Lawrencium", "(262)", 18, 10,
 
"Rf", "Rutherfordium", "(267)", 4, 7,
 
"Db", "Dubnium", "(268)", 5, 7,
 
"Sg", "Seaborgium", "(271)", 6, 7,
 
"Bh", "Bohrium", "(272)", 7, 7,
 
"Hs", "Hassium", "(270)", 8, 7,
 
"Mt", "Meitnerium", "(276)", 9, 7,
 
"Ds", "Darmstadium", "(281)", 10, 7,
 
"Rg", "Roentgenium", "(280)", 11, 7,
 
"Cn", "Copernicium", "(285)", 12, 7,
 
"Uut", "Unutrium", "(284)", 13, 7,
 
"Fl", "Flerovium", "(289)", 14, 7,
 
"Uup", "Ununpentium", "(288)", 15, 7,
 
"Lv", "Livermorium", "(293)", 16, 7,
 
"Uus", "Ununseptium", "(294)", 17, 7,
 
"Uuo", "Ununoctium", "(294)", 18, 7
 
];
 
  
var camera, scene, renderer;
 
var controls;
 
  
var objects = [];
 
var targets = { table: [], sphere: [], helix: [], grid: [] };
 
  
init();
 
animate();
 
  
function init() {
+
</div>
 +
</div>
 +
</div>
  
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
 
camera.position.z = 3000;
 
  
scene = new THREE.Scene();
 
  
// table
 
  
for ( var i = 0; i < table.length; i += 5 ) {
+
</html>
  
var element = document.createElement( 'div' );
+
{{WarwickFooter}}
element.className = 'element';
+
element.style.backgroundColor = 'rgba(0,127,127,' + ( Math.random() * 0.5 + 0.25 ) + ')';
+
 
+
var number = document.createElement( 'div' );
+
number.className = 'number';
+
number.textContent = (i/5) + 1;
+
element.appendChild( number );
+
 
+
var symbol = document.createElement( 'div' );
+
symbol.className = 'symbol';
+
symbol.textContent = table[ i ];
+
element.appendChild( symbol );
+
 
+
var details = document.createElement( 'div' );
+
details.className = 'details';
+
details.innerHTML = table[ i + 1 ] + '<br>' + table[ i + 2 ];
+
element.appendChild( details );
+
 
+
var object = new THREE.CSS3DObject( element );
+
object.position.x = Math.random() * 4000 - 2000;
+
object.position.y = Math.random() * 4000 - 2000;
+
object.position.z = Math.random() * 4000 - 2000;
+
scene.add( object );
+
 
+
objects.push( object );
+
 
+
//
+
 
+
var object = new THREE.Object3D();
+
object.position.x = ( table[ i + 3 ] * 140 ) - 1330;
+
object.position.y = - ( table[ i + 4 ] * 180 ) + 990;
+
 
+
targets.table.push( object );
+
 
+
}
+
 
+
// sphere
+
 
+
var vector = new THREE.Vector3();
+
 
+
for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
 
+
var phi = Math.acos( -1 + ( 2 * i ) / l );
+
var theta = Math.sqrt( l * Math.PI ) * phi;
+
 
+
var object = new THREE.Object3D();
+
 
+
object.position.x = 800 * Math.cos( theta ) * Math.sin( phi );
+
object.position.y = 800 * Math.sin( theta ) * Math.sin( phi );
+
object.position.z = 800 * Math.cos( phi );
+
 
+
vector.copy( object.position ).multiplyScalar( 2 );
+
 
+
object.lookAt( vector );
+
 
+
targets.sphere.push( object );
+
 
+
}
+
 
+
// helix
+
 
+
var vector = new THREE.Vector3();
+
 
+
for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
 
+
var phi = i * 0.175 + Math.PI;
+
 
+
var object = new THREE.Object3D();
+
 
+
object.position.x = 900 * Math.sin( phi );
+
object.position.y = - ( i * 8 ) + 450;
+
object.position.z = 900 * Math.cos( phi );
+
 
+
vector.x = object.position.x * 2;
+
vector.y = object.position.y;
+
vector.z = object.position.z * 2;
+
 
+
object.lookAt( vector );
+
 
+
targets.helix.push( object );
+
 
+
}
+
 
+
// grid
+
 
+
for ( var i = 0; i < objects.length; i ++ ) {
+
 
+
var object = new THREE.Object3D();
+
 
+
object.position.x = ( ( i % 5 ) * 400 ) - 800;
+
object.position.y = ( - ( Math.floor( i / 5 ) % 5 ) * 400 ) + 800;
+
object.position.z = ( Math.floor( i / 25 ) ) * 1000 - 2000;
+
 
+
targets.grid.push( object );
+
 
+
}
+
 
+
//
+
 
+
renderer = new THREE.CSS3DRenderer();
+
renderer.setSize( window.innerWidth, window.innerHeight );
+
renderer.domElement.style.position = 'absolute';
+
document.getElementById( 'container' ).appendChild( renderer.domElement );
+
 
+
//
+
 
+
controls = new THREE.TrackballControls( camera, renderer.domElement );
+
controls.rotateSpeed = 0.5;
+
controls.minDistance = 500;
+
controls.maxDistance = 6000;
+
controls.addEventListener( 'change', render );
+
 
+
var button = document.getElementById( 'table' );
+
button.addEventListener( 'click', function ( event ) {
+
 
+
transform( targets.table, 2000 );
+
 
+
}, false );
+
 
+
var button = document.getElementById( 'sphere' );
+
button.addEventListener( 'click', function ( event ) {
+
 
+
transform( targets.sphere, 2000 );
+
 
+
}, false );
+
 
+
var button = document.getElementById( 'helix' );
+
button.addEventListener( 'click', function ( event ) {
+
 
+
transform( targets.helix, 2000 );
+
 
+
}, false );
+
 
+
var button = document.getElementById( 'grid' );
+
button.addEventListener( 'click', function ( event ) {
+
 
+
transform( targets.grid, 2000 );
+
 
+
}, false );
+
 
+
transform( targets.table, 2000 );
+
 
+
//
+
 
+
window.addEventListener( 'resize', onWindowResize, false );
+
 
+
}
+
 
+
function transform( targets, duration ) {
+
 
+
TWEEN.removeAll();
+
 
+
for ( var i = 0; i < objects.length; i ++ ) {
+
 
+
var object = objects[ i ];
+
var target = targets[ i ];
+
 
+
new TWEEN.Tween( object.position )
+
.to( { x: target.position.x, y: target.position.y, z: target.position.z }, Math.random() * duration + duration )
+
.easing( TWEEN.Easing.Exponential.InOut )
+
.start();
+
 
+
new TWEEN.Tween( object.rotation )
+
.to( { x: target.rotation.x, y: target.rotation.y, z: target.rotation.z }, Math.random() * duration + duration )
+
.easing( TWEEN.Easing.Exponential.InOut )
+
.start();
+
 
+
}
+
 
+
new TWEEN.Tween( this )
+
.to( {}, duration * 2 )
+
.onUpdate( render )
+
.start();
+
 
+
}
+
 
+
function onWindowResize() {
+
 
+
camera.aspect = window.innerWidth / window.innerHeight;
+
camera.updateProjectionMatrix();
+
 
+
renderer.setSize( window.innerWidth, window.innerHeight );
+
 
+
render();
+
 
+
}
+
 
+
function animate() {
+
 
+
requestAnimationFrame( animate );
+
 
+
TWEEN.update();
+
 
+
controls.update();
+
 
+
}
+
 
+
function render() {
+
 
+
renderer.render( scene, camera );
+
 
+
}
+
 
+
</script>
+
</body>
+
</html>
+

Latest revision as of 20:38, 17 September 2015

Warwick iGEM 2015