<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>给英杰写的soul的星图基于three.js</title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
</style>
<script src="https://cdn.bootcdn.net/ajax/libs/three.js/100/three.js"></script>
<script src="./js/index.js"></script>
</head>
<body>
<script>
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 光源设置
*/
//点光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
//scene.add(point); //点光源添加到场景中
//环境光
var ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 0, 3000);
function createS (_text) {
// 将文字放在画布中间
function makeTextCanvas (text, width, height) {
var canvas = document.createElement("canvas");
canvas.width = width;
canvas.height = height;
var c = canvas.getContext("2d");
// c.fillStyle = "#FF0000";
// c.fillRect(0, 0, width, height);
c.clearRect(0, 0, c.canvas.width, c.canvas.height);
// 文字
c.beginPath();
c.translate(width / 2, height / 2);
c.fillStyle = "#ffffff"; //文本填充颜色
c.font = "48px Arial"; //字体样式设置
c.textBaseline = "middle"; //文本与fillText定义的纵坐标
c.textAlign = "center"; //文本居中(以fillText定义的横坐标)
c.fillText(text, 0, 0);
// document.body.appendChild(canvas)
return c.canvas;
}
var textCanvas = makeTextCanvas(_text, 160, 80);
var texture = new THREE.CanvasTexture(textCanvas);
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
let pinMaterial = new THREE.SpriteMaterial({
map: texture,
});
let mesh = new THREE.Sprite(pinMaterial);
return mesh
}
let group = new THREE.Group();
//var sphere = []
//var vector = new THREE.Vector3();
const texts = ['小尹', '小范', '小轩', '小英杰', '哈哈', '嘿嘿', '奥里给'];
for (var i = 0, l = 60; i < l; i++) {
var phi = Math.acos(- 1 + (2 * i) / l);
var theta = Math.sqrt(l * Math.PI) * phi;
var sprite = createS(texts[Math.floor(i / 10)])
sprite.scale.set(80, 40, 1);
sprite.position.setFromSphericalCoords(800, phi, theta)
//sphere.push(sprite)
group.add(sprite);
}
scene.add(group);
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);//设置渲染区域尺寸
renderer.shadowMap.enabled = false;
//renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
//执行渲染操作 指定场景、相机作为参数
renderer.render(scene, camera);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
function render () {
renderer.render(scene, camera);//执行渲染操作
group.rotateY(-0.001);//每次绕y轴旋转0.01弧度
group.rotateX(0.001)
controls.update()
requestAnimationFrame(render);//请求再次执行渲染函数render
}
render();
</script>
</body>
</html>
/**
* @name soul的星图
* @Time 2023/03/20
* @description
**/
THREE.OrbitControls = function (object, domElement) {
this.object = object;
this.domElement = ( domElement !== undefined ) ? domElement : document;
// API
// 设置为false以禁用此控件
this.enabled = true;
// "target"设置焦点位置,即控件围绕的位置
//和它相对于平移的位置。
this.target = new THREE.Vector3();
// center是旧的,已弃用;用“target”代替
this.center = this.target;
//该选项实际启用了缩放;左为“缩放”
//向后兼容
this.noZoom = false;
this.zoomSpeed = 1.0;
//限制你可以移动的距离(仅限透视相机)
this.minDistance = 0;
this.maxDistance = Infinity;
//限制你可以放大和缩小的距离(仅适用于OrthographicCamera)
this.minZoom = 0;
this.maxZoom = Infinity;
//设置为true禁用该控件
this.noRotate = false;
this.rotateSpeed = 1.0;
//设置为true禁用该控件
this.noPan = false;
this.keyPanSpeed = 7.0; //每次按方向键移动像素
//设置为true自动围绕目标旋转
this.autoRotate = false;
this.autoRotateSpeed = 2.0; //当FPS为60时,每回合30秒
//你可以垂直绕轨道运行多远,上下限。
//从0到Math。π弧度。
this.minPolarAngle = 0; // 弧度
this.maxPolarAngle = Math.PI; // 弧度
//你的水平轨道距离,上限和下限。
//如果设置了,则必须是interval [- Math. interval]的子interval。π,数学。π)。
this.minAzimuthAngle = - Infinity; // 弧度
this.maxAzimuthAngle = Infinity; // 弧度
//设置为true禁用键的使用
this.noKeys = false;
//四个方向键
this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
//鼠标按钮
this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };
//内部
var scope = this;
var EPS = 0.000001;
var rotateStart = new THREE.Vector2();
var rotateEnd = new THREE.Vector2();
var rotateDelta = new THREE.Vector2();
var panStart = new THREE.Vector2();
var panEnd = new THREE.Vector2();
var panDelta = new THREE.Vector2();
var panOffset = new THREE.Vector3();
var offset = new THREE.Vector3();
var dollyStart = new THREE.Vector2();
var dollyEnd = new THREE.Vector2();
var dollyDelta = new THREE.Vector2();
var theta;
var phi;
var phiDelta = 0;
var thetaDelta = 0;
var scale = 1;
var pan = new THREE.Vector3();
var lastPosition = new THREE.Vector3();
var lastQuaternion = new THREE.Quaternion();
var STATE = { NONE : -1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
var state = STATE.NONE;
// 用于重置
this.target0 = this.target.clone();
this.position0 = this.object.position.clone();
this.zoom0 = this.object.zoom;
// 所以相机。向上是轨道轴
var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
var quatInverse = quat.clone().inverse();
// 事件
var changeEvent = { type: 'change' };
var startEvent = { type: 'start' };
var endEvent = { type: 'end' };
this.rotateLeft = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
thetaDelta -= angle;
};
this.rotateUp = function ( angle ) {
if ( angle === undefined ) {
angle = getAutoRotationAngle();
}
phiDelta -= angle;
};
// 在世界空间中通过距离向左移动
this.panLeft = function ( distance ) {
var te = this.object.matrix.elements;
// 得到矩阵的X列
panOffset.set( te[ 0 ], te[ 1 ], te[ 2 ] );
panOffset.multiplyScalar( - distance );
pan.add( panOffset );
};
//在世界空间中通过距离向上移动
this.panUp = function ( distance ) {
var te = this.object.matrix.elements;
// 得到矩阵的Y列
panOffset.set( te[ 4 ], te[ 5 ], te[ 6 ] );
panOffset.multiplyScalar( distance );
pan.add( panOffset );
};
//在像素空间中传递x,y的变化,
// right和down为正数
this.pan = function ( deltaX, deltaY ) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( scope.object instanceof THREE.PerspectiveCamera ) {
//点
var position = scope.object.position;
var offset = position.clone().sub( scope.target );
var targetDistance = offset.length();
// 一半的fov是中央到屏幕的顶部
targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
// 我们实际上不使用 screenWidth,因为透视相机固定为屏幕高度
scope.panLeft( 2 * deltaX * targetDistance / element.clientHeight );
scope.panUp( 2 * deltaY * targetDistance / element.clientHeight );
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
// 拼字
scope.panLeft( deltaX * (scope.object.right - scope.object.left) / element.clientWidth );
scope.panUp( deltaY * (scope.object.top - scope.object.bottom) / element.clientHeight );
} else {
// 奥利戈日
console.warn( '奥利戈日' );
}
};
this.dollyIn = function ( dollyScale ) {
if ( dollyScale === undefined ) {
dollyScale = getZoomScale();
}
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale /= dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom * dollyScale ) );
scope.object.updateProjectionMatrix();
scope.dispatchEvent( changeEvent );
} else {
console.warn( '未知类型' );
}
};
this.dollyOut = function ( dollyScale ) {
if ( dollyScale === undefined ) {
dollyScale = getZoomScale();
}
if ( scope.object instanceof THREE.PerspectiveCamera ) {
scale *= dollyScale;
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / dollyScale ) );
scope.object.updateProjectionMatrix();
scope.dispatchEvent( changeEvent );
} else {
console.warn( '未知类型' );
}
};
this.update = function () {
var position = this.object.position;
offset.copy( position ).sub( this.target );
// 将偏移量旋转到“y 轴向上”空间
offset.applyQuaternion( quat );
// z 轴绕 y 轴的角度
theta = Math.atan2( offset.x, offset.z );
// 与 y 轴的角度
phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
if ( this.autoRotate && state === STATE.NONE ) {
this.rotateLeft( getAutoRotationAngle() );
}
theta += thetaDelta;
phi += phiDelta;
// 将 theta 限制在所需的限制之间
theta = Math.max( this.minAzimuthAngle, Math.min( this.maxAzimuthAngle, theta ) );
// 将半径限制在所需限制之间
phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
// 将半径限制在所需限制之间
phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
var radius = offset.length() * scale;
// 将半径限制在所需限制之间
radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
// 将目标移动到平移位置
this.target.add( pan );
offset.x = radius * Math.sin( phi ) * Math.sin( theta );
offset.y = radius * Math.cos( phi );
offset.z = radius * Math.sin( phi ) * Math.cos( theta );
// 将偏移量旋转回“相机向上矢量向上”空间
offset.applyQuaternion( quatInverse );
position.copy( this.target ).add( offset );
this.object.lookAt( this.target );
thetaDelta = 0;
phiDelta = 0;
scale = 1;
pan.set( 0, 0, 0 );
// 更新条件是:
// 最小值(相机位移,相机旋转弧度)^2 > EPS
// 使用小角度近似 cos(x/2) = 1 -x^2 /8
if ( lastPosition.distanceToSquared( this.object.position ) > EPS
|| 8 * (1 - lastQuaternion.dot(this.object.quaternion)) > EPS ) {
this.dispatchEvent( changeEvent );
lastPosition.copy( this.object.position );
lastQuaternion.copy (this.object.quaternion );
}
};
this.reset = function () {
state = STATE.NONE;
this.target.copy( this.target0 );
this.object.position.copy( this.position0 );
this.object.zoom = this.zoom0;
this.object.updateProjectionMatrix();
this.dispatchEvent( changeEvent );
this.update();
};
this.getPolarAngle = function () {
return phi;
};
this.getAzimuthalAngle = function () {
return theta
};
function getAutoRotationAngle() {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
}
function getZoomScale() {
return Math.pow( 0.95, scope.zoomSpeed );
}
function onMouseDown( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
if ( event.button === scope.mouseButtons.ORBIT ) {
if ( scope.noRotate === true ) return;
state = STATE.ROTATE;
rotateStart.set( event.clientX, event.clientY );
} else if ( event.button === scope.mouseButtons.ZOOM ) {
if ( scope.noZoom === true ) return;
state = STATE.DOLLY;
dollyStart.set( event.clientX, event.clientY );
} else if ( event.button === scope.mouseButtons.PAN ) {
if ( scope.noPan === true ) return;
state = STATE.PAN;
panStart.set( event.clientX, event.clientY );
}
if ( state !== STATE.NONE ) {
document.addEventListener( 'mousemove', onMouseMove, false );
document.addEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( startEvent );
}
}
function onMouseMove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if ( state === STATE.ROTATE ) {
if ( scope.noRotate === true ) return;
rotateEnd.set( event.clientX, event.clientY );
rotateDelta.subVectors( rotateEnd, rotateStart );
// rotating across whole screen goes 360 degrees around
scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// rotating up and down along whole screen attempts to go 360, but limited to 180
scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
} else if ( state === STATE.DOLLY ) {
if ( scope.noZoom === true ) return;
dollyEnd.set( event.clientX, event.clientY );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
scope.dollyIn();
} else if ( dollyDelta.y < 0 ) {
scope.dollyOut();
}
dollyStart.copy( dollyEnd );
} else if ( state === STATE.PAN ) {
if ( scope.noPan === true ) return;
panEnd.set( event.clientX, event.clientY );
panDelta.subVectors( panEnd, panStart );
scope.pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
}
if ( state !== STATE.NONE ) scope.update();
}
function onMouseUp( /* event */ ) {
if ( scope.enabled === false ) return;
document.removeEventListener( 'mousemove', onMouseMove, false );
document.removeEventListener( 'mouseup', onMouseUp, false );
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
function onMouseWheel( event ) {
if ( scope.enabled === false || scope.noZoom === true || state !== STATE.NONE ) return;
event.preventDefault();
event.stopPropagation();
var delta = 0;
//兼容处理
if ( event.wheelDelta !== undefined ) { // WebKit / Opera / Explorer 9
delta = event.wheelDelta;
} else if ( event.detail !== undefined ) { // 火狐
delta = - event.detail;
}
if ( delta > 0 ) {
scope.dollyOut();
} else if ( delta < 0 ) {
scope.dollyIn();
}
scope.update();
scope.dispatchEvent( startEvent );
scope.dispatchEvent( endEvent );
}
function onKeyDown( event ) {
if ( scope.enabled === false || scope.noKeys === true || scope.noPan === true ) return;
switch ( event.keyCode ) {
case scope.keys.UP:
scope.pan( 0, scope.keyPanSpeed );
scope.update();
break;
case scope.keys.BOTTOM:
scope.pan( 0, - scope.keyPanSpeed );
scope.update();
break;
case scope.keys.LEFT:
scope.pan( scope.keyPanSpeed, 0 );
scope.update();
break;
case scope.keys.RIGHT:
scope.pan( - scope.keyPanSpeed, 0 );
scope.update();
break;
}
}
function touchstart( event ) {
if ( scope.enabled === false ) return;
switch ( event.touches.length ) {
case 1: // 单指触摸:旋转
if ( scope.noRotate === true ) return;
state = STATE.TOUCH_ROTATE;
rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
break;
case 2: // 双指触摸:dolly
if ( scope.noZoom === true ) return;
state = STATE.TOUCH_DOLLY;
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyStart.set( 0, distance );
break;
case 3: //三指触摸:平移
if ( scope.noPan === true ) return;
state = STATE.TOUCH_PAN;
panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
break;
default:
state = STATE.NONE;
}
if ( state !== STATE.NONE ) scope.dispatchEvent( startEvent );
}
function touchmove( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
event.stopPropagation();
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
switch ( event.touches.length ) {
case 1: // 单指触摸:旋转
if ( scope.noRotate === true ) return;
if ( state !== STATE.TOUCH_ROTATE ) return;
rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
rotateDelta.subVectors( rotateEnd, rotateStart );
// 在整个屏幕上旋转 360 度
scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
// 沿整个屏幕上下旋转尝试去 360,但限于 180
scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
rotateStart.copy( rotateEnd );
scope.update();
break;
case 2: // 双指触摸
if ( scope.noZoom === true ) return;
if ( state !== STATE.TOUCH_DOLLY ) return;
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
var distance = Math.sqrt( dx * dx + dy * dy );
dollyEnd.set( 0, distance );
dollyDelta.subVectors( dollyEnd, dollyStart );
if ( dollyDelta.y > 0 ) {
scope.dollyOut();
} else if ( dollyDelta.y < 0 ) {
scope.dollyIn();
}
dollyStart.copy( dollyEnd );
scope.update();
break;
case 3: // 三指触摸:平移
if ( scope.noPan === true ) return;
if ( state !== STATE.TOUCH_PAN ) return;
panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
panDelta.subVectors( panEnd, panStart );
scope.pan( panDelta.x, panDelta.y );
panStart.copy( panEnd );
scope.update();
break;
default:
state = STATE.NONE;
}
}
function touchend( /* event */ ) {
if ( scope.enabled === false ) return;
scope.dispatchEvent( endEvent );
state = STATE.NONE;
}
this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
this.domElement.addEventListener( 'mousedown', onMouseDown, false );
this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox
this.domElement.addEventListener( 'touchstart', touchstart, false );
this.domElement.addEventListener( 'touchend', touchend, false );
this.domElement.addEventListener( 'touchmove', touchmove, false );
window.addEventListener( 'keydown', onKeyDown, false );
// 在开始时强制更新
this.update();
};
THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
THREE.OrbitControls.prototype.constructor = THREE.OrbitControls;
原文地址:https://blog.csdn.net/qq_37883143/article/details/129664826
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