H5实现旋转立体魔方

互联网 18-3-26
这次给大家带来H5实现旋转立体魔方,H5实现旋转立体魔方的注意事项有哪些,下面就是实战案例,一起来看一下。

下面是预览画面。

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

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

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>    <p id="mylegend">loading……</p>    <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);       }    }

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