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Three.js Example 注解 —— canvas_geometry_shapes.html

JSHTML 注解 Canvas Example Three geometry
2023-09-11 14:22:55 时间

本文搬自我的Github,https://github.com/555chy/three.js-example-comment,有兴趣的可以一起来完善,这个为Three.js的Example进行注解,方便初学者阅读

three.js 官网 Example 地址:https://threejs.org/examples/

<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js canvas - geometry - shapes</title>
		<meta charset="utf-8">
		<!--
		如果没有设置viewport的width的话,网页很可能会超出手机屏幕宽度,具体多宽,要看浏览器定义的默认宽度是多少
		user-scalable=no,规定了用户不能缩放网页,但有些浏览器对该项支持不是很好,故需要设置minimum-scale和maximum-scale相同来限制用户缩放
		-->
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				font-family: Monospace;
				background-color: #f0f0f0;
				margin: 0px;
				overflow: hidden;
			}
			#info {
				position: absolute;
				top: 0px;
				width: 100%;
				padding: 5px;
				text-align:center;
			}
		</style>
	</head>
	<body>
		<canvas id="debug" style="position:absolute; left:100px"></canvas>

		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - shape geometry</div>

		<script src="../build/three.js"></script>

		<!--
		想要使用CanvasRenderer,必须添加如下两个js文件 
		Projector.js顾名思义上将3d图像投影到Canvas("2d")上,如果没有该文件会报如下错误
		THREE.Projector has been moved to /examples/js/renderers/Projector.js. three.js:42883:3
		TypeError: THREE.RenderableVertex is not a constructor 
		-->
		<script src="js/renderers/Projector.js"></script>
		<script src="js/renderers/CanvasRenderer.js"></script>

		<!--
		统计插件(FPS,渲染时间,chrome内存使用率),min表示js代码经过压缩
		-->
		<script src="js/libs/stats.min.js"></script>

		<script>
			var container, stats;
			var camera, scene, renderer;
			var group, text, plane;

			var targetRotation = 0;
			var targetRotationOnMouseDown = 0;

			var mouseX = 0;
			var mouseXOnMouseDown = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			init();
			animate();
					
			function init() {
				container = document.createElement( 'div' );
				document.body.appendChild( container );

				/*
				透视相机
                PerspectiveCamera(fov, aspect, near, far)
                    fov(视场):从相机位置能够看到的部分场景。推荐默认值45
                    aspect(长宽比):渲染结果输出区域的横向长度和纵向长度的比值。推荐默认值window.innerWidth/window.innerHeight
                    near(近面):定义从距离相机多近的地方开始渲染场景。推荐默认值0.1
                    far(远面):定义相机可以从它所处的位置看多远。默认值1000
                */
				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
				//定义相机的位置,有如下两种方式。如果不设置的话,相机位置为默认的Vector3{x:0,y:0,z:0}
				camera.position.set( 0, 150, 500 );
				camera.position.y = 150;
				camera.position.z = 500;

				scene = new THREE.Scene();

				/*
				Group对象,实质就是一个Object3D对象,打包后对象可以一起操作。
				打包过后,对象就有里层对象和外层对象,如上面例子中group是里层对象,line1和line2是外层对象。
				里层对象相对外层对象作相对运动,即里层对象所有运动都是相对于外层对象而言的。
				*/
				group = new THREE.Group();
				group.position.y = 50;
				scene.add( group );

				function addShape( shape, color, x, y, z, rx, ry, rz, s ) {
					// flat shape
					var geometry = new THREE.ShapeGeometry( shape );
					/*
					MeshBasicMaterial:与光照无关,仅根据材质的颜色或贴图来渲染物体
						color:材质的颜色
						map:材质的贴图
						wireframe: 显示三角形线框还是显示面
						side:可选的值有THREE.FrontSide(仅渲染正面)、THREE.BackSide(仅渲染背面)、THREE.DoubleSide(双面渲染)
						overdraw:过渡描绘。如果用THREE.CanvasRenderer对象,有缝隙时需设置该值。例如当前如果使用0.5以下的值,三角形的分界线就很明显。但是使用WebGLRenderer则不会有分割线
					*/	
					var material = new THREE.MeshBasicMaterial( { color: color, overdraw: 0.5 } );
					//双面渲染,否则只会渲染单面
					//material.side = THREE.doubleSide;
					var mesh = new THREE.Mesh( geometry, material );
					mesh.position.set( x, y, z );
					//这里的旋转是绕着原点旋转
					mesh.rotation.set( rx, ry, rz );
					//这里的放大是将原坐标乘以一定的比例
					mesh.scale.set( s, s, s );
					group.add( mesh );

					// line
					var geometry = shape.createPointsGeometry();
					//封口
					geometry.vertices.push( geometry.vertices[ 0 ].clone() );
					geometry.colors = [];
					//var base = 0xff0000 / geometry.vertices.length;
					for(var i=0; i<geometry.vertices.length; i++) {
						//geometry.colors[i] = new THREE.Color(parseInt(base * i));
						geometry.colors[i] = new THREE.Color(0xffffff);
						geometry.colors[i].setHSL(i / geometry.vertices.length, 0.5, 0.5);
					}

					//WebGLRenderer不支持linewidth,只有CanvasRenderer才支持该属性
					var material = new THREE.LineBasicMaterial( { linewidth: 10, color: 0x333333, transparent: true, vertexColors: THREE.VertexColors } );

					var line = new THREE.Line( geometry, material );
					line.position.set( x, y, z );
					line.rotation.set( rx, ry, rz );
					line.scale.set( s, s, s );
					group.add( line );
					
					//three.js:41585 THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.
					//var material = new THREE.PointsMaterial( { size: 10, color: 0xff0000, program: programFill } );
					/*
					THREE.ParticleSystem has been renamed to THREE.Points.
					此外,该对象只能在WebGLRenderer中显示
					*/
					//var points = new THREE.Points(pointsGeometry, material);

					var doublePI = Math.PI * 2;
					var programFill = function ( context ) {
						context.beginPath();
						context.arc( 0, 0, 5, 0, doublePI, true );
						context.fill();
					};
					
					//WebGLRenderer不支持Sprite,只有CanvasRenderer才支持
					//添加辅助点
					function addAuxiliarySprite(vector, x, y, z, rz, s) {
						//three.js:41564 THREE.Particle has been renamed to THREE.Sprite.
						var sprite = new THREE.Sprite(new THREE.SpriteCanvasMaterial( { color: 0xff0000, program: programFill }));
						var pos = vector.clone().rotateAround(new THREE.Vector2(0, 0), rz);
						sprite.position.set(pos.x, pos.y, 0);
						sprite.position.multiplyScalar(s);
						sprite.position.add(new THREE.Vector3(x, y, z));
						group.add(sprite);
					}
					
					for(var i=0; i<shape.curves.length; i++) {
						var curve = shape.curves[i];
						if(curve instanceof THREE.LineCurve) {
							//2, function LineCurve( v1, v2 )
							addAuxiliarySprite(curve.v1, x, y, z, rz, s);
							addAuxiliarySprite(curve.v2, x, y, z, rz, s);
						} else if(curve instanceof THREE.QuadraticBezierCurve) {
							//3, function QuadraticBezierCurve( v0, v1, v2 )
							addAuxiliarySprite(curve.v0, x, y, z, rz, s);
							addAuxiliarySprite(curve.v1, x, y, z, rz, s);
							addAuxiliarySprite(curve.v2, x, y, z, rz, s);
						} else if(curve instanceof THREE.CubicBezierCurve) {
							//4, function CubicBezierCurve( v0, v1, v2, v3 )
							addAuxiliarySprite(curve.v0, x, y, z, rz, s);
							addAuxiliarySprite(curve.v1, x, y, z, rz, s);
							addAuxiliarySprite(curve.v2, x, y, z, rz, s);
							addAuxiliarySprite(curve.v3, x, y, z, rz, s);
						} else if(curve instanceof THREE.SplineCurve) {
							//1, function SplineCurve( points /* array of Vector2 */ )
							for(var j=0;j<curve.points.length;j++) {
								addAuxiliarySprite(curve.points[j], x, y, z, rz, s);
							}
						} else if(curve instanceof THREE.ArcCurve) {
							//6, function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise )
							addAuxiliarySprite(new THREE.Vector2(curve.aX, curve.aY), x, y, z, rz, s);
						} else if(curve instanceof THREE.EllipseCurve) {
							//8, function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation )
							addAuxiliarySprite(new THREE.Vector2(curve.aX, curve.aY), x, y, z, rz, s);
						} else {
							//输出"函数名"和"参数个数"
							console.log(curve.constructor.name + "(" + curve.constructor.length + ")");
						}
					}
				}

				// California
				var californiaPts = [];
				californiaPts.push( new THREE.Vector2 ( 610, 320 ) );
				californiaPts.push( new THREE.Vector2 ( 450, 300 ) );
				californiaPts.push( new THREE.Vector2 ( 392, 392 ) );
				californiaPts.push( new THREE.Vector2 ( 266, 438 ) );
				californiaPts.push( new THREE.Vector2 ( 190, 570 ) );
				californiaPts.push( new THREE.Vector2 ( 190, 600 ) );
				californiaPts.push( new THREE.Vector2 ( 160, 620 ) );
				californiaPts.push( new THREE.Vector2 ( 160, 650 ) );
				californiaPts.push( new THREE.Vector2 ( 180, 640 ) );
				californiaPts.push( new THREE.Vector2 ( 165, 680 ) );
				californiaPts.push( new THREE.Vector2 ( 150, 670 ) );
				californiaPts.push( new THREE.Vector2 (  90, 737 ) );
				californiaPts.push( new THREE.Vector2 (  80, 795 ) );
				californiaPts.push( new THREE.Vector2 (  50, 835 ) );
				californiaPts.push( new THREE.Vector2 (  64, 870 ) );
				californiaPts.push( new THREE.Vector2 (  60, 945 ) );
				californiaPts.push( new THREE.Vector2 ( 300, 945 ) );
				californiaPts.push( new THREE.Vector2 ( 300, 743 ) );
				californiaPts.push( new THREE.Vector2 ( 600, 473 ) );
				californiaPts.push( new THREE.Vector2 ( 626, 425 ) );
				californiaPts.push( new THREE.Vector2 ( 600, 370 ) );
				californiaPts.push( new THREE.Vector2 ( 610, 320 ) );
				//shape是二维几何体,和SVG中的path功能类似。数组参数相当于逐个lineTo
				var californiaShape = new THREE.Shape( californiaPts );

				// Triangle
				var triangleShape = new THREE.Shape();
				triangleShape.moveTo(  80, 20 );
				triangleShape.lineTo(  40, 80 );
				triangleShape.lineTo( 120, 80 );
				triangleShape.lineTo(  80, 20 ); // close path

				// Heart
				var x = 0, y = 0;
				var heartShape = new THREE.Shape(); // From http://blog.burlock.org/html5/130-paths
				heartShape.moveTo( x + 25, y + 25 );
				heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
				heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35,x - 30,y + 35 );
				heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
				heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
				heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
				heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );

				// Square
				var sqLength = 80;
				var squareShape = new THREE.Shape();
				squareShape.moveTo( 0,0 );
				squareShape.lineTo( 0, sqLength );
				squareShape.lineTo( sqLength, sqLength );
				squareShape.lineTo( sqLength, 0 );
				squareShape.lineTo( 0, 0 );
				
				// Rectangle
				var rectLength = 120, rectWidth = 40;
				var rectShape = new THREE.Shape();
				rectShape.moveTo( 0,0 );
				rectShape.lineTo( 0, rectWidth );
				rectShape.lineTo( rectLength, rectWidth );
				rectShape.lineTo( rectLength, 0 );
				rectShape.lineTo( 0, 0 );

				// Rounded rectangle,lineTo负责直线部分,quadraticCurveTo负责圆角部分
				var roundedRectShape = new THREE.Shape();
				( function roundedRect( ctx, x, y, width, height, radius ){
					ctx.moveTo( x, y + radius );
					ctx.lineTo( x, y + height - radius );
					ctx.quadraticCurveTo( x, y + height, x + radius, y + height );
					ctx.lineTo( x + width - radius, y + height) ;
					ctx.quadraticCurveTo( x + width, y + height, x + width, y + height - radius );
					ctx.lineTo( x + width, y + radius );
					ctx.quadraticCurveTo( x + width, y, x + width - radius, y );
					ctx.lineTo( x + radius, y );
					ctx.quadraticCurveTo( x, y, x, y + radius );
				} )( roundedRectShape, 0, 0, 50, 50, 20 );

				// Circle,需要的点是该圆的外切正方形
				var circleRadius = 40;
				var circleShape = new THREE.Shape();
				circleShape.moveTo( 0, circleRadius );
				circleShape.quadraticCurveTo( circleRadius, circleRadius, circleRadius, 0 );
				circleShape.quadraticCurveTo( circleRadius, -circleRadius, 0, -circleRadius );
				circleShape.quadraticCurveTo( -circleRadius, -circleRadius, -circleRadius, 0 );
				circleShape.quadraticCurveTo( -circleRadius, circleRadius, 0, circleRadius );
				
				// Fish
				x = y = 0;
				var fishShape = new THREE.Shape();
				fishShape.moveTo(x,y);
				fishShape.quadraticCurveTo(x + 50, y - 80, x + 90, y - 10);
				fishShape.quadraticCurveTo(x + 100, y - 10, x + 115, y - 40);
				fishShape.quadraticCurveTo(x + 115, y, x + 115, y + 40);
				fishShape.quadraticCurveTo(x + 100, y + 10, x + 90, y + 10);
				fishShape.quadraticCurveTo(x + 50, y + 80, x, y);

				// Arc circle
				var arcShape = new THREE.Shape();
				arcShape.moveTo( 50, 10 );
				//arc是相对当前位置,而absarc是绝对位置
				arcShape.absarc( 10, 10, 40, 0, Math.PI*2, false );

				//shape.holes,定义了一个路径数组,指在原来的形状上挖洞
				var holePath = new THREE.Path();
				holePath.moveTo( 20, 10 );
				holePath.absarc( 10, 10, 10, 0, Math.PI*2, true );
				//shape.curves和shape.holes都是array。curves存放的是Curve的子类,holes存放的是Path。
				arcShape.holes.push( holePath );

				// Smiley
				var smileyShape = new THREE.Shape();
				smileyShape.moveTo( 80, 40 );
				smileyShape.absarc( 40, 40, 40, 0, Math.PI*2, false );

				var smileyEye1Path = new THREE.Path();
				smileyEye1Path.moveTo( 35, 20 );
				// smileyEye1Path.absarc( 25, 20, 10, 0, Math.PI*2, true );
				smileyEye1Path.absellipse( 25, 20, 10, 10, 0, Math.PI*2, true );

				smileyShape.holes.push( smileyEye1Path );

				var smileyEye2Path = new THREE.Path();
				smileyEye2Path.moveTo( 65, 20 );
				smileyEye2Path.absarc( 55, 20, 10, 0, Math.PI*2, true );
				smileyShape.holes.push( smileyEye2Path );
				
				var smileyMouthPath = new THREE.Path();
				// ugly box mouth
				/*
				 smileyMouthPath.moveTo( 20, 40 );
				 smileyMouthPath.lineTo( 60, 40 );
				 smileyMouthPath.lineTo( 60, 60 );
				 smileyMouthPath.lineTo( 20, 60 );
				 smileyMouthPath.lineTo( 20, 40 );
				*/
				
				smileyMouthPath.moveTo( 20, 40 );
				smileyMouthPath.quadraticCurveTo( 40, 60, 60, 40 );
				smileyMouthPath.bezierCurveTo( 70, 45, 70, 50, 60, 60 );
				smileyMouthPath.quadraticCurveTo( 40, 80, 20, 60 );
				smileyMouthPath.quadraticCurveTo( 5, 50, 20, 40 );

				smileyShape.holes.push( smileyMouthPath );

				// Spline shape + path extrusion

				var splinepts = [];
				splinepts.push( new THREE.Vector2 ( 350, 100 ) );
				splinepts.push( new THREE.Vector2 ( 400, 450 ) );
				splinepts.push( new THREE.Vector2 ( -140, 350 ) );
				splinepts.push( new THREE.Vector2 ( 0, 0 ) );

				var splineShape = new THREE.Shape(  );
				splineShape.moveTo( 0, 0 );
				//沿着提供的点集绘制一条光滑的曲线。
				splineShape.splineThru( splinepts );

				// addShape( shape, color, x, y, z, rx, ry, rz, s );

				addShape( californiaShape, 0xffaa00, -300, -100, 0, 0, 0, 0, 0.25 );
				addShape( triangleShape, 0xffee00, -180, 0, 0, 0, 0, 0, 1 );
				addShape( roundedRectShape, 0x005500, -150, 150, 0, 0, 0, 0, 1 );
				addShape( squareShape, 0x0055ff, 150, 100, 0, 0, 0, 0, 1 );
				addShape( heartShape, 0xff1100, 60, 100, 0, 0, 0, Math.PI, 1 );
				addShape( circleShape, 0x00ff11, 120, 250, 0, 0, 0, 0, 1 );
				addShape( fishShape, 0x222222, -60, 200, 0, 0, 0, 0, 1 );
				addShape( smileyShape, 0xee00ff, -200, 250, 0, 0, 0, Math.PI, 1 );
				addShape( arcShape, 0xbb4422, 150, 0, 0, 0, 0, 0, 1 );
				addShape( splineShape, 0x888888, -50, -100, 0, 0, 0, 0, 0.2 );

				renderer = new THREE.CanvasRenderer();
				//设置渲染器的"清除色"和"透明度"
				renderer.setClearColor( 0xf0f0f0 );
				 //设置屏幕像素比,与Android上的DIP相仿,作用是在所有设备上的显示效果都相近
				renderer.setPixelRatio( window.devicePixelRatio );
				//设置待渲染场景的大小
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.sortElements = false;
				//将渲染器的DOM元素(即Canvas)添加到HTML中
				container.appendChild( renderer.domElement );

				 //左上角的统计信息(FPS,渲染时间,chrome内存使用率)
				stats = new Stats();
				//这里注意,统计插件的dom元素是"dom",而不是domElement
				container.appendChild( stats.dom );

				/*
                element.addEventListener(event, function, useCapture)
                useCapture,可选。true:事件句柄在捕获阶段执行;false:默认,事件句柄在冒泡阶段执行
                */
				//mouse事件是针对PC浏览器的
				document.addEventListener( 'mousedown', onDocumentMouseDown, false );
				//touch事件是针对手持设备的
				document.addEventListener( 'touchstart', onDocumentTouchStart, false );
				document.addEventListener( 'touchmove', onDocumentTouchMove, false );
				
				window.addEventListener( 'resize', onWindowResize, false );
			}

			function onWindowResize() {
				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;

				 //重新设置相机的宽高比。如果宽高比不对,那么正方形可能就不是正方形了
				camera.aspect = window.innerWidth / window.innerHeight;
				//更新透视相机的投影矩阵
				camera.updateProjectionMatrix();
				//更新待渲染场景的大小
				renderer.setSize( window.innerWidth, window.innerHeight );
			}

			function onDocumentMouseDown( event ) {
				//通知 Web 浏览器不要执行与事件关联的默认动作(如果存在这样的动作)
				event.preventDefault();

				//在mousedown的时候动态绑定事件
				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
				document.addEventListener( 'mouseup', onDocumentMouseUp, false );
				document.addEventListener( 'mouseout', onDocumentMouseOut, false );

				mouseXOnMouseDown = event.clientX - windowHalfX;
				targetRotationOnMouseDown = targetRotation;
			}

			function onDocumentMouseMove( event ) {
				/*
                html的坐标轴是以左上角为(0,0),右下方向为正方向
                event.clientX=event.pageX返回当事件被触发时鼠标指针向对于浏览器可见区域的X坐标
                event.offsetX返回当前事件相对于事件源元素(srcElement)的X坐标
                event.screenX鼠标相对于用户显示器屏幕左上角的X坐标
                */
                mouseX = event.clientX - windowHalfX;
                //每一次旋转都从mousedown的角度开始计算
                targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
			}

			function onDocumentMouseUp( event ) {
			 //在mouseUp的时候解绑定相应事件
				document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
				document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
				document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
			}

			function onDocumentMouseOut( event ) {
				 //鼠标移出该区域的时候解除相应的事件绑定
				document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
				document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
				document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
			}

			function onDocumentTouchStart( event ) {
				/*
				event.touches存放的是多指触碰时的位置数组
				三个等号是恒等,比较数值的同时也比较类型。
                这里限制只有单指触摸的时候才执行相应的方法
				*/
				if ( event.touches.length == 1 ) {
					event.preventDefault();
					mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
					targetRotationOnMouseDown = targetRotation;
				}
			}

			function onDocumentTouchMove( event ) {
				if ( event.touches.length == 1 ) {
					event.preventDefault();
					mouseX = event.touches[ 0 ].pageX - windowHalfX;
					targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
				}
			}

			function animate() {
				requestAnimationFrame( animate );

				render();
				//这里可以在render前后使用stats.begin和stats.end,也可以在每次渲染的时候调用一次stats.update
				stats.update();
			}

			function render() {
				/*
				将旋转的角度按右手螺旋定则更新到原旋转角上
				rotation.y是绕Y轴旋转
				rotation.y其实是关于mouseX一元一次线性函数
				*/
				group.rotation.y += ( targetRotation - group.rotation.y ) * 0.05;
				renderer.render( scene, camera );
			}
		</script>
	</body>
</html>