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