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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,
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;