You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/manual/resources/threejs-lesson-utils.js

350 lines
7.9 KiB
JavaScript

import * as THREE from 'three';
import { OrbitControls } from '../../examples/jsm/controls/OrbitControls.js';
export const threejsLessonUtils = {
_afterPrettifyFuncs: [],
init( options = { threejsOptions: {} } ) {
if ( this.renderer ) {
return;
}
const canvas = document.createElement( 'canvas' );
canvas.id = 'c';
document.body.appendChild( canvas );
const renderer = new THREE.WebGLRenderer( {
canvas,
alpha: true,
antialias: true,
powerPreference: 'low-power',
...options.threejsOptions,
} );
this.pixelRatio = window.devicePixelRatio;
this.renderer = renderer;
this.elemToRenderFuncMap = new Map();
const resizeRendererToDisplaySize = ( renderer ) => {
const canvas = renderer.domElement;
const width = canvas.clientWidth * this.pixelRatio | 0;
const height = canvas.clientHeight * this.pixelRatio | 0;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
};
const clearColor = new THREE.Color( '#000' );
let needsUpdate = true;
let rafRequestId;
let rafRunning;
const render = ( time ) => {
rafRequestId = undefined;
time *= 0.001;
const resized = resizeRendererToDisplaySize( renderer );
// only update if we drew last time
// so the browser will not recomposite the page
// of nothing is being drawn.
if ( needsUpdate ) {
needsUpdate = false;
renderer.setScissorTest( false );
renderer.setClearColor( clearColor, 0 );
renderer.clear( true, true );
renderer.setScissorTest( true );
}
this.elementsOnScreen.forEach( elem => {
const fn = this.elemToRenderFuncMap.get( elem );
const wasRendered = fn( renderer, time, resized );
needsUpdate = needsUpdate || wasRendered;
} );
if ( needsUpdate ) {
// maybe there is another way. Originally I used `position: fixed`
// but the problem is if we can't render as fast as the browser
// scrolls then our shapes lag. 1 or 2 frames of lag isn't too
// horrible but iOS would often been 1/2 a second or worse.
// By doing it this way the canvas will scroll which means the
// worse that happens is part of the shapes scrolling on don't
// get drawn for a few frames but the shapes that are on the screen
// scroll perfectly.
//
// I'm using `transform` on the voodoo that it doesn't affect
// layout as much as `top` since AFAIK setting `top` is in
// the flow but `transform` is not though thinking about it
// the given we're `position: absolute` maybe there's no difference?
const transform = `translateY(${window.scrollY}px)`;
renderer.domElement.style.transform = transform;
}
if ( rafRunning ) {
startRAFLoop();
}
};
function startRAFLoop() {
rafRunning = true;
if ( ! rafRequestId ) {
rafRequestId = requestAnimationFrame( render );
}
}
this.elementsOnScreen = new Set();
this.intersectionObserver = new IntersectionObserver( ( entries ) => {
entries.forEach( entry => {
if ( entry.isIntersecting ) {
this.elementsOnScreen.add( entry.target );
} else {
this.elementsOnScreen.delete( entry.target );
}
// Each entry describes an intersection change for one observed
// target element:
// entry.boundingClientRect
// entry.intersectionRatio
// entry.intersectionRect
// entry.isIntersecting
// entry.rootBounds
// entry.target
// entry.time
} );
if ( this.elementsOnScreen.size > 0 ) {
startRAFLoop();
} else {
rafRunning = false;
}
} );
},
addDiagrams( diagrams ) {
[ ...document.querySelectorAll( '[data-diagram]' ) ].forEach( ( elem ) => {
const name = elem.dataset.diagram;
const info = diagrams[ name ];
if ( ! info ) {
throw new Error( `no diagram: ${name}` );
}
this.addDiagram( elem, info );
} );
},
addDiagram( elem, info ) {
this.init();
const scene = new THREE.Scene();
let targetFOVDeg = 60;
const aspect = 1;
const near = 0.1;
const far = 50;
let camera = new THREE.PerspectiveCamera( targetFOVDeg, aspect, near, far );
camera.position.z = 15;
scene.add( camera );
const root = new THREE.Object3D();
scene.add( root );
const renderInfo = {
pixelRatio: this.pixelRatio,
camera,
scene,
root,
renderer: this.renderer,
elem,
};
const obj3D = info.create( { scene, camera, renderInfo } );
const promise = ( obj3D instanceof Promise ) ? obj3D : Promise.resolve( obj3D );
const updateFunctions = [];
const resizeFunctions = [];
const settings = {
lights: true,
trackball: true,
// resize(renderInfo) {
// },
// update(time, renderInfo) {
// },
render( renderInfo ) {
renderInfo.renderer.render( renderInfo.scene, renderInfo.camera );
},
};
promise.then( ( result ) => {
const info = result instanceof THREE.Object3D ? {
obj3D: result,
} : result;
if ( info.obj3D ) {
root.add( info.obj3D );
}
if ( info.update ) {
updateFunctions.push( info.update );
}
if ( info.resize ) {
resizeFunctions.push( info.resize );
}
if ( info.camera ) {
camera = info.camera;
renderInfo.camera = camera;
}
Object.assign( settings, info );
targetFOVDeg = camera.fov;
if ( settings.trackball !== false ) {
const controls = new OrbitControls( camera, elem );
controls.rotateSpeed = 1 / 6;
controls.enableZoom = false;
controls.enablePan = false;
elem.removeAttribute( 'tabIndex' );
//resizeFunctions.push(controls.handleResize.bind(controls));
updateFunctions.push( controls.update.bind( controls ) );
}
// add the lights as children of the camera.
// this is because TrackballControls move the camera.
// We really want to rotate the object itself but there's no
// controls for that so we fake it by putting all the lights
// on the camera so they move with it.
if ( settings.lights !== false ) {
camera.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444, .5 ) );
const light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( - 1, 2, 4 - 15 );
camera.add( light );
}
} );
let oldWidth = - 1;
let oldHeight = - 1;
const render = ( renderer, time ) => {
root.rotation.x = time * .1;
root.rotation.y = time * .11;
const rect = elem.getBoundingClientRect();
if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
return false;
}
renderInfo.width = rect.width * this.pixelRatio;
renderInfo.height = rect.height * this.pixelRatio;
renderInfo.left = rect.left * this.pixelRatio;
renderInfo.bottom = ( renderer.domElement.clientHeight - rect.bottom ) * this.pixelRatio;
if ( renderInfo.width !== oldWidth || renderInfo.height !== oldHeight ) {
oldWidth = renderInfo.width;
oldHeight = renderInfo.height;
resizeFunctions.forEach( fn => fn( renderInfo ) );
}
updateFunctions.forEach( fn => fn( time, renderInfo ) );
const aspect = renderInfo.width / renderInfo.height;
const fovDeg = aspect >= 1
? targetFOVDeg
: THREE.MathUtils.radToDeg( 2 * Math.atan( Math.tan( THREE.MathUtils.degToRad( targetFOVDeg ) * .5 ) / aspect ) );
camera.fov = fovDeg;
camera.aspect = aspect;
camera.updateProjectionMatrix();
renderer.setViewport( renderInfo.left, renderInfo.bottom, renderInfo.width, renderInfo.height );
renderer.setScissor( renderInfo.left, renderInfo.bottom, renderInfo.width, renderInfo.height );
settings.render( renderInfo );
return true;
};
this.intersectionObserver.observe( elem );
this.elemToRenderFuncMap.set( elem, render );
},
onAfterPrettify( fn ) {
this._afterPrettifyFuncs.push( fn );
},
afterPrettify() {
this._afterPrettifyFuncs.forEach( ( fn ) => {
fn();
} );
},
};
window.threejsLessonUtils = threejsLessonUtils;