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【HTML5】3D模型--百行代码实现旋转立体魔方实例

程序员文章站 2022-06-30 11:23:48
本篇文章主要介绍【HTML5】3D模型--百行代码实现旋转立体魔方实例,具有一定的参考价值,有需要的可以了解一下。... 16-12-16...

最近研究魔方的玩法,就突然想用hmtl5写一个魔方的模型,由于魔方是一个3d的立方体,这次就试着用html5写了一个简单的3d模型。

下面是预览画面。

【HTML5】3D模型--百行代码实现旋转立体魔方实例

制作流程

首先你需要下载html5开源库件lufylegend-1.4.0

魔方分为6个面,每个面由9个小矩形组成,现在我把每个小矩形当做一个类封装起来,

因为现在建立的是一个3d魔方,所以要画出每个小矩形,需要知道小矩形的4个定点,而这4个定点会根据空间的旋转角度而变换,所以为了计算出这4个定点坐标,需要知道魔方绕x轴和z轴旋转的角度。

所以,建立矩形类如下

function rect(pointa,pointb,pointc,pointd,anglex,anglez,color){  
    base(this,lsprite,[]);  
    this.pointz=[(pointa[0]+pointb[0]+pointc[0]+pointd[0])/4,(pointa[1]+pointb[1]+pointc[1]+pointd[1])/4,(pointa[2]+pointb[2]+pointc[2]+pointd[2])/4];  
    this.z = this.pointz[2];  
    this.pointa=pointa,this.pointb=pointb,this.pointc=pointc,this.pointd=pointd,this.anglex=anglex,this.anglez=anglez,this.color=color;  
}  
  
rect.prototype.setangle = function(a,b){  
    this.anglex = a;  
    this.anglez = b;  
    this.z=this.getpoint(this.pointz)[2];  
};  

pointa,pointb,pointc,pointd是小矩形的四个顶点,anglex,anglez分别是x轴和z轴旋转的角度,color是小矩形的颜色。

魔方分为6个面,先看一下最前面的一面,如果以立方体的中心作为3d坐标系的中心,那么9个小矩形的各个定点所对应的坐标如下图所示

【HTML5】3D模型--百行代码实现旋转立体魔方实例

所以,前面这个面的9个小矩形可以由下面的代码来建立

for(var x=0;x<3;x++){  
    for(var y=0;y<3;y++){  
        z = 3;  
        var rect = new rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#ff0000");  
        backlayer.addchild(rect);  
    }  
}  

其中backlayer是一个lsprite类,step是半个小矩形的长,同样的道理,可以也得到其他5个面。

6个面都建立了,在绘制这6个面之前,首先要根据旋转的角度来计算各个定点的坐标,看下面的图

【HTML5】3D模型--百行代码实现旋转立体魔方实例

根据上面的图,用下面的公式即可得到变换后的定点坐标

rect.prototype.getpoint = function(p){  
    var u2,v2,w2,u=p[0],v=p[1],w=p[2];  
    u2 = u * math.cos(this.anglex) - v * math.sin(this.anglex);  
    v2 = u * math.sin(this.anglex) + v * math.cos(this.anglex);  
    w2 = w;  
    u = u2; v = v2; w = w2;  
    u2 = u;  
    v2 = v * math.cos(this.anglez) - w * math.sin(this.anglez);  
    w2 = v * math.sin(this.anglez) + w * math.cos(this.anglez);  
    u = u2; v = v2; w = w2;  
    return [u2,v2,w2];  
};  

最后根据小矩形的四个定点坐标,来绘制这个矩形,

rect.prototype.draw = function(layer){  
    this.graphics.clear();  
    this.graphics.drawvertices(1,"#000000",[this.getpoint(this.pointa),this.getpoint(this.pointb),this.getpoint(this.pointc),this.getpoint(this.pointd)],true,this.color);  
};  

其中drawvertices是lufylegend.js库件中lgraphics类的一个方法,它可以根据传入的定点坐标数组来绘制一个多边形。

最后,给出完整代码,代码很少,js代码一共91行。

一,index.html

<!doctype html>  
<html>  
<head>  
<meta charset="utf-8">  
<title>3d魔方</title>  
</head>  
<body>  
<div id="mylegend">loading……</div>  
<script type="text/javascript" src="../lufylegend-1.4.0.min.js"></script>   
<script type="text/javascript" src="./main.js"></script>   
<script type="text/javascript" src="./rect.js"></script>   
</body>  
</html>  

二,rect类

function rect(pointa,pointb,pointc,pointd,anglex,anglez,color){  
    base(this,lsprite,[]);  
    this.pointz=[(pointa[0]+pointb[0]+pointc[0]+pointd[0])/4,(pointa[1]+pointb[1]+pointc[1]+pointd[1])/4,(pointa[2]+pointb[2]+pointc[2]+pointd[2])/4];  
    this.z = this.pointz[2];  
    this.pointa=pointa,this.pointb=pointb,this.pointc=pointc,this.pointd=pointd,this.anglex=anglex,this.anglez=anglez,this.color=color;  
}  
rect.prototype.draw = function(layer){  
    this.graphics.clear();  
    this.graphics.drawvertices(1,"#000000",[this.getpoint(this.pointa),this.getpoint(this.pointb),this.getpoint(this.pointc),this.getpoint(this.pointd)],true,this.color);  
};  
rect.prototype.setangle = function(a,b){  
    this.anglex = a;  
    this.anglez = b;  
    this.z=this.getpoint(this.pointz)[2];  
};  
rect.prototype.getpoint = function(p){  
    var u2,v2,w2,u=p[0],v=p[1],w=p[2];  
    u2 = u * math.cos(this.anglex) - v * math.sin(this.anglex);  
    v2 = u * math.sin(this.anglex) + v * math.cos(this.anglex);  
    w2 = w;  
    u = u2; v = v2; w = w2;  
    u2 = u;  
    v2 = v * math.cos(this.anglez) - w * math.sin(this.anglez);  
    w2 = v * math.sin(this.anglez) + w * math.cos(this.anglez);  
    u = u2; v = v2; w = w2;  
    return [u2,v2,w2];  
};  

三,main.js

init(50,"mylegend",400,400,main);  
var a = 0,b=0,backlayer,step = 20,key = null;  
function main(){  
    backlayer = new lsprite();  
    addchild(backlayer);  
    backlayer.x = 120,backlayer.y = 120;  
    //后  
    for(var x=0;x<3;x++){  
        for(var y=0;y<3;y++){  
            z = 0;  
            var rect = new rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#ff4500");  
            backlayer.addchild(rect);  
        }  
    }  
    //前  
    for(var x=0;x<3;x++){  
        for(var y=0;y<3;y++){  
            z = 3;  
            var rect = new rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#ff0000");  
            backlayer.addchild(rect);  
        }  
    }  
    //上  
    for(var x=0;x<3;x++){  
        for(var z=0;z<3;z++){  
            y = 0;  
            var rect = new rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-3*step + y*2*step,-step + z*2*step],0,0,"#ffffff");  
            backlayer.addchild(rect);  
        }  
    }  
    //下  
    for(var x=0;x<3;x++){  
        for(var z=0;z<3;z++){  
            y = 3;  
            var rect = new rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-3*step + y*2*step,-step + z*2*step],0,0,"#ffff00");  
            backlayer.addchild(rect);  
        }  
    }  
    //左  
    for(var y=0;y<3;y++){  
        for(var z=0;z<3;z++){  
            x = 0;  
            var rect = new rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-3*step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#008000");  
            backlayer.addchild(rect);  
        }  
    }  
    //右  
    for(var y=0;y<3;y++){  
        for(var z=0;z<3;z++){  
            x = 3;  
            var rect = new rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-3*step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#0000ff");  
            backlayer.addchild(rect);  
        }  
    }  
    backlayer.addeventlistener(levent.enter_frame,onframe);  
}  
function onframe(){  
    a += 0.1 , b += 0.1;  
    backlayer.childlist = backlayer.childlist.sort(function(a,b){return a.z - b.z;});  
    for(key in backlayer.childlist){  
        backlayer.childlist[key].setangle(a,b);  
        backlayer.childlist[key].draw(backlayer);  
   }  
}  

这只是一个非常简陋的3d模型,希望对大家的学习有所帮助,也希望大家多多支持。