只要1K 纯JS脚本送你一朵3D红色玫瑰(2)

function surface(a, b) { var x = a * 100, y = b * 100, radius = 50, x0 = 50, y0 = 50; if ((x - x0) * (x - x0) + (y - y0) * (y - y0) < radius * radius) { return { x: x, y: y * (1 + b) / 2, r: 100 + Math.floor((1 - b) * 155), // this will add a gradient g: 50, b: 50 }; } else { return null; } } for (a = 0; a < 1; a += .01) { for (b = 0; b < 1; b += .001) { if (point = surface(a, b)) { context.fillStyle = "rgb(" + point.r + "," + point.g + "," + point.b + ")"; context.fillRect(point.x, point.y, 1, 1); } } }

一片带色的花瓣就出现了。

3D曲面和透视投影

定义三维表面很简单,比如,来定义一个管状物体:

function surface(a, b) { var angle = a * Math.PI * 2, radius = 100, length = 400; return { x: Math.cos(angle) * radius, y: Math.sin(angle) * radius, z: b * length - length / 2, // by subtracting length/2 I have centered the tube at (0, 0, 0) r: 0, g: Math.floor(b * 255), b: 0 }; }

接着添加投影透视图,首先需要我们定义一个摄像头:

只要1K 纯JS脚本送你一朵3D红色玫瑰

如上图,将摄像头放置在(0,0,Z)位置,画布在X / Y平面。投影到画布上的采样点为:

var pX, pY, // projected on canvas x and y coordinates perspective = 350, halfHeight = canvas.height / 2, halfWidth = canvas.width / 2, cameraZ = -700; for (a = 0; a < 1; a += .001) { for (b = 0; b < 1; b += .01) { if (point = surface(a, b)) { pX = (point.x * perspective) / (point.z - cameraZ) + halfWidth; pY = (point.y * perspective) / (point.z - cameraZ) + halfHeight; context.fillStyle = "rgb(" + point.r + "," + point.g + "," + point.b + ")"; context.fillRect(pX, pY, 1, 1); } } }

效果为:

只要1K 纯JS脚本送你一朵3D红色玫瑰

z-buffer

z-buffer在计算机图形学中是一个相当普遍的技术,在为物件进行着色时,执行“隐藏面消除”工作,使隐藏物件背后的部分就不会被显示出来。

只要1K 纯JS脚本送你一朵3D红色玫瑰

上图是用z-buffer技术处理后的玫瑰。(可以看到已经具有立体感了)

代码如下:

var zBuffer = [], zBufferIndex; for (a = 0; a < 1; a += .001) { for (b = 0; b < 1; b += .01) { if (point = surface(a, b)) { pX = Math.floor((point.x * perspective) / (point.z - cameraZ) + halfWidth); pY = Math.floor((point.y * perspective) / (point.z - cameraZ) + halfHeight); zBufferIndex = pY * canvas.width + pX; if ((typeof zBuffer[zBufferIndex] === "undefined") || (point.z < zBuffer[zBufferIndex])) { zBuffer[zBufferIndex] = point.z; context.fillStyle = "rgb(" + point.r + "," + point.g + "," + point.b + ")"; context.fillRect(pX, pY, 1, 1); } } } }

旋转

你可以使用任何矢量旋转的方法。在代码玫瑰的创建中,我使用的是欧拉旋转。现在将之前编写的管状物进行旋转,实现绕Y轴旋转:

function surface(a, b) { var angle = a * Math.PI * 2, radius = 100, length = 400, x = Math.cos(angle) * radius, y = Math.sin(angle) * radius, z = b * length - length / 2, yAxisRotationAngle = -.4, // in radians! rotatedX = x * Math.cos(yAxisRotationAngle) + z * Math.sin(yAxisRotationAngle), rotatedZ = x * -Math.sin(yAxisRotationAngle) + z * Math.cos(yAxisRotationAngle); return { x: rotatedX, y: y, z: rotatedZ, r: 0, g: Math.floor(b * 255), b: 0 }; }

效果:

只要1K 纯JS脚本送你一朵3D红色玫瑰

蒙特卡罗方法

关于采样时间,间隔过大过小都会引起极差的视觉感受,所以,需要设置合理的采样间隔,这里使用蒙特卡罗方法。

var i; window.setInterval(function () { for (i = 0; i < 10000; i++) { if (point = surface(Math.random(), Math.random())) { pX = Math.floor((point.x * perspective) / (point.z - cameraZ) + halfWidth); pY = Math.floor((point.y * perspective) / (point.z - cameraZ) + halfHeight); zBufferIndex = pY * canvas.width + pX; if ((typeof zBuffer[zBufferIndex] === "undefined") || (point.z < zBuffer[zBufferIndex])) { zBuffer[zBufferIndex] = point.z; context.fillStyle = "rgb(" + point.r + "," + point.g + "," + point.b + ")"; context.fillRect(pX, pY, 1, 1); } } } }, 0);

设置a和b为随机参数,用足够的采样完成表面填充。我每次绘制10000点,然后静待屏幕完成更新。

另外需要注意的是,如果随机数发生错误时,表面填充效果会出错。有些浏览器中,Math.random的执行是线性的,这就有可能导致表面填充效果出错。这时,就得使用类似Mersenne Twister(一种随机数算法)这样的东西去进行高质量的PRNG采样,从而避免错误的发生。

完成

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