如何检测其3D立方体的一侧被点击? [英] how to detect which side of 3d cube was clicked?

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本文介绍了如何检测其3D立方体的一侧被点击?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我写一个小的3D引擎,在画布上..不是一个真正的引擎,但更多的应用程序的基础上,从的埃里克Pascarello的演示(命中数7几次看到它旋转)

这一切都进行得非常不错,我甚至加按平均z值排序为每架飞机(方) - 这样我就可以使用由多个立方体一个身体,使贴近相机的形状最后绘制

现在,我想检测哪一方被点击,当鼠标clickes画布。 像<一个href="http://www.fi.uu.nl/toepassingen/00208/toepassing_rekenweb.xml?style=rekenweb&language=en&use=game"相对=nofollow>这个

提示:

  1. 每侧由4(X,Y,Z)的角定义
  2. 在每个角落都使用的是什么,我相信是有规律的透视投影
  3. 吸引到画布

这是我的code - 这是很酷:用鼠标旋转

  //编辑:见code。在我的回答如下
 

解决方案

完美!想我需要问这个问题,所以我可以回答自己: - )

该解决方案是基于一些惊人的片段,我发现,用于检测多边形点presence。这是2D功能,但嘿...所以是我的画布 - 我傻

这是完整的,跨浏览器:

 &LT;!DOCTYPE HTML PUBLIC -  // W3C // DTD HTML 4.01过渡// EN&GT;
&LT; HTML&GT;
    &LT; HEAD&GT;
        &LT; META HTTP-当量=内容类型内容=text / html的;字符集= UTF-8/&GT;
        &LT;冠军&GT;קובייה&LT; /标题&GT;

        &LT;链接REL =快捷方式图标的href =Rubiks.png/&GT;
        &LT;脚本&GT; VAR isIE =假LT; / SCRIPT&GT;
        &LT;! -  [如果IE] GT;
            &LT; SCRIPT LANGUAGE =JavaScript的类型=文/ JavaScript的SRC =../ js_canvas / excanvas_r69.js&GT;&LT; / SCRIPT&GT;
            &LT;脚本&GT; isIE =真LT; / SCRIPT&GT;
        百分比抑制率ENDIF]  -  GT!;
        &LT;风格&GT;
            体 {
                填充:2px的;
                字体-family:宋体;
            }
            帆布 {
                边界:1px的纯黑色;
                背景:白色;
                光标:默认值;
            }
            。移动 {
                光标:移动;
            }
            DIV,TD,输入{
                字体大小:15px的;
            }
            .header {
                字体大小:22px;
                字体重量:大胆的;
                保证金底:10px的;
            }
            .subHeader {
                字体大小:16像素;
            }
            .tblHeader {
                背景:#003f00;
                颜色:白色;
                字体重量:大胆的;
                字体大小:24PX;
                边界:0px;
            }
            。信息 {
                背景:浅黄;
                边界:1px的纯黑色;
                字体大小:15px的;
                宽度:350像素;
            }
            .opac {
                / *
                不透明度:0.85;
                过滤器:α(不透明= 85);
                -ms过滤器:阿尔法(不透明度= 85);
                -khtml不透明度:0.85;
                -moz-不透明度:0.85;
                * /
            }
            .btn {
                颜色:黑色;
                显示:inline-block的;
                宽度:100像素;
                边界:2px的一开始就#ddd;
                文字修饰:无;
                填充:2px的;
                背景:#ddd;
                文本对齐:中心;
                字体-family:宋体;
                字体大小:12px的;
                字体重量:大胆的;
            }
            .btn_hover {
                颜色:蓝色;
            }
            .btn_down {
                边界:2px的插图#ddd;
            }

        &LT; /风格&GT;

    &LT; /头&GT;

&LT;脚本类型=文/ JavaScript的&GT;
//立方code埃里克Pascarello共享
VAR sideLength = 50;
VAR WIDTH = 600;
VAR HEIGHT = 450;
VAR中心=新的点(宽度/ 2,高度/ 2)
VAR角度= sideLength * 16;
变种xzRotation = -Math.PI / 2;
变种yzRotation = 0;
变种xyRotation = 0;
VAR isColored = TRUE;
VAR立方体,calcCube,LGTH
VAR帆布,CTX,动画
VAR鼠标=新的点(0,0);
VAR absMouse =新的点(0,0)
VAR clickedMouse =新的点(0,0)
VAR posCanvas
VAR clickRGB = [248,128,23] //橙色=#F88017
VAR clickRGB = [255192203] //粉色
VAR arrPolygons = []
VAR arrSortedIndex


/ **立方的东西** /
功能旋转(bForce){
    如果(bForce&安培;!及(this.last_xyRotation == xyRotation和放大器;&安培;
        this.last_xzRotation == xzRotation和放大器;&安培;
        this.last_yzRotation == yzRotation
        || !dragCube)){
        返回
    }

    VAR drawStyle = getRadioValue(drawStyle)//颜色,体重,或反
    如果(drawStyle ==跨){
        $(chkWire)。禁用= TRUE
        $(chkWire)。检查=真
    } 其他 {
        $(chkWire)。禁用= FALSE
    }

    //旋转立方体进入calcCube。还设置颜色。
    对于(VAR I = 0; I&LT; LGTH;我++){
        VAR方= cube.sides [I]
        VAR calcSide = calcCube.sides [I]
        VAR avgZ = 0
        VAR side_polygon = []
        为(变种J = 0; J&4;; J ++){
            VAR角落= side.corners [J]。
            变种CALC1计算值=(corner.x,corner.y,xyRotation,1);
            变种CALC2 =计算值(calc1.p1,corner.z,xzRotation,1);
            VAR CALC3 =计算(calc1.p2,calc2.p2,yzRotation,-1);
            VAR X =(calc2.p1 *视角)/(视角 -  calc3.p2)+ center.x;
            变种Y =(calc3.p1 *视角)/(视角 -  calc3.p2)+ center.y;
            calcSide.corners [J] .X = X
            calcSide.corners [J] .Y = Y
            side_polygon.push(新的点(x,y))为
            avgZ + = calc3.p2
        }
        calcSide.avgZ = avgZ // / 4
        calcSide.polygon = side_polygon

        VAR光= side.light;
        变种CALC1计算值=(light.x,light.y,xyRotation,1);
        变种CALC2 =计算值(calc1.p1,light.z,xzRotation,1);
        VAR CALC3 =计算(calc1.p2,calc2.p2,yzRotation,-1);
        calcSide.light = calc3.p2;

        //决定颜色
        VAR亮度= Math.floor(calcSide.light);
        亮度= trimVal(亮度,0,255)
        VAR colorRGB = []
        VAR颜色codeRGB =(side.clickState)? clickRGB:(drawStyle ==颜色side.color:B,B,B)分裂()。
        为(变种C = 0; C&LT; 3,C ++){
            colorRGB [C] =(彩色codeRGB [C] ==B)?亮度:颜色codeRGB [C]
        }
        fillRGBA =RGBA(+ colorRGB +,255);
        calcSide.fillRGBA = fillRGBA
    }

    //通过avgZ排序两侧!
    arrSortedIndex = []
    对于(VAR I = 0; I&LT; LGTH;我++){
        arrSortedIndex [我] =我
    }
    对于(VAR I = 0; I&LT; LGTH-1;我++){
        对于(VAR J = I + 1; J&LT; LGTH; J ++){
            如果(calcCube.sides [I] .avgZ&GT; calcCube.sides [J] .avgZ){
                变种临时= calcCube.sides [I] .avgZ
                calcCube.sides [I] .avgZ = calcCube.sides [J] .avgZ
                calcCube.sides [J] .avgZ =温度

                变种临时= arrSortedIndex [I]
                arrSortedIndex [i] = arrSortedIndex [J]。
                arrSortedIndex [J] =气温
            }
        }
    }


    //借鉴各方面
    ctx.clearRect(0,0,宽度,高度);
    对于(VAR I = 0; I&LT; LGTH;我++){
        VAR calcSide = calcCube.sides [arrSortedIndex [I]];
        ctx.fillStyle = calcSide.fillRGBA
        VAR角= calcSide.corners;
        ctx.beginPath();
        ctx.moveTo(角[0] .X,边角[0] .Y);
        ctx.lineTo(角[1] .X,角[1] .Y);
        ctx.lineTo(角[2] .X,角[2] .Y);
        ctx.lineTo(角部[3] .X,角[3] .Y);
        ctx.lineTo(角[0] .X,边角[0] .Y);
        如果(drawStyle!=跨){
            ctx.fill();
        }
        如果($(chkWire)。选中){
            ctx.stroke();
        }
    }

    this.last_xyRotation = xyRotation
    this.last_xzRotation = xzRotation
    this.last_yzRotation = yzRotation
}
函数计算(P1,P2,陈子昂,PN){

    VAR cosAng = Math.cos(ANG);
    VAR私囊= Math.sin(ANG);

     VAR R1 = cosAng * P1  -  PN *私囊* P2;
     VAR R2 = cosAng * P2 + PN *私囊* P1;

    返回{P1:R1,P2:R2};
}
功能getCube(sideLength){

    VAR RET = {
        双方:
            { //面前
            角落:[{X:-1 * sideLength,Y:1 * sideLength,Z:1 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:1 * sideLength},
                        {X:1 * sideLength,Y:-1 * sideLength,Z:1 * sideLength},
                        {X:-1 * sideLength,Y:-1 * sideLength,Z:1 * sideLength}],
            光:{X:0,Y:0,Z:255},
            色:0,B,0
            },

            { //背部
            角落:[{X:-1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:-1 * sideLength,Z:-1 * sideLength},
                        {X:-1 * sideLength,Y:-1 * sideLength,Z:-1 * sideLength}],
            光:{X:0,Y:0,Z:-255},
            颜色:0,0,B
            },

            {  //对
            角落:[{X:1 * sideLength,Y:1 * sideLength,Z:1 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:-1 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:-1 * sideLength,Z:1 * sideLength}],
            光:{X:255,Y:0,Z:0},
            颜色:B,0,0
            },

            { //剩下
            角落:[{X:-1 * sideLength,Y:1 * sideLength,Z:1 * sideLength},
                        {X:-1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength},
                        {X:-1 * sideLength,Y:-1 * sideLength,Z:-1 * sideLength},
                        {X:-1 * sideLength,Y:-1 * sideLength,Z:1 * sideLength}],
            光:{X:-255,Y:0,Z:0},
            色:0,B,B
            },

            {  //最佳
            角落:[{X:-1 * sideLength,Y:-1 * sideLength,Z:1 * sideLength},
                        {X:1 * sideLength,Y:-1 * sideLength,Z:1 * sideLength},
                        {X:1 * sideLength,Y:-1 * sideLength,Z:-1 * sideLength},
                        {X:-1 * sideLength,Y:-1 * sideLength,Z:-1 * sideLength}],
            光:{X:0,Y:-255,Z:0},
            色:B,B,0
            },

            {  //底部
            角落:[{X:-1 * sideLength,Y:1 * sideLength,Z:1 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:1 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength},
                        {X:-1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength}],
            光:{X:0,Y:255,Z:0},
            颜色:B,0,B
            },

            // anoter立方体后面,上面 - 我除了

            { //面前
            角落:[{X:-1 * sideLength,Y:3 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:3 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength},
                        {X:-1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength}],
            光:{X:0,Y:0,Z:255},
            色:0,B,0
            },

            { //背部
            角落:[{X:-1 * sideLength,Y:3 * sideLength,Z:-3 * sideLength},
                        {X:1 * sideLength,Y:3 * sideLength,Z:-3 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:-3 * sideLength},
                        {X:-1 * sideLength,Y:1 * sideLength,Z:-3 * sideLength}],
            光:{X:0,Y:0,Z:-255},
            颜色:0,0,B
            },

            {  //对
            角落:[{X:1 * sideLength,Y:3 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:3 * sideLength,Z:-3 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:-3 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength}],
            光:{X:255,Y:0,Z:0},
            颜色:B,0,0
            },

            { //剩下
            角落:[{X:-1 * sideLength,Y:3 * sideLength,Z:-1 * sideLength},
                        {X:-1 * sideLength,Y:3 * sideLength,Z:-3 * sideLength},
                        {X:-1 * sideLength,Y:1 * sideLength,Z:-3 * sideLength},
                        {X:-1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength}],
            光:{X:-255,Y:0,Z:0},
            色:0,B,B
            },

            {  //最佳
            角落:[{X:-1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:1 * sideLength,Z:-3 * sideLength},
                        {X:-1 * sideLength,Y:1 * sideLength,Z:-3 * sideLength}],
            光:{X:0,Y:-255,Z:0},
            色:B,B,0
            },

            {  //底部
            角落:[{X:-1 * sideLength,Y:3 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:3 * sideLength,Z:-1 * sideLength},
                        {X:1 * sideLength,Y:3 * sideLength,Z:-3 * sideLength},
                        {X:-1 * sideLength,Y:3 * sideLength,Z:-3 * sideLength}],
            光:{X:0,Y:255,Z:0},
            颜色:B,0,B
            }

        ]
    }
    LGTH = ret.sides.length;

    calcCube = {方面:[]}
    对于(VAR I = 0; I&LT; LGTH;我++){
        calcCube.sides [i] = {角落:[{},{},{},{}],光:0,avgZ:0}
        ret.sides [0] .clickState = FALSE
    }
    返回RET
}

/ ** 2D的东西** /
函数点(X,Y){
    this.x = X
    this.y = Y
}
传播多边形(){
    VAR RET = []
    对于(VAR I = 0; I&LT;与arguments.length;我++){
        ret.push(参数[我])
    }
    返回RET
}
功能isPointInPoly(聚,PT){
    从http://snippets.dzone.com/posts/show/5295 //  - 哇!
    对于(VAR C =假,I = -1,L = poly.length,J = L  -  1 ++ I&LT; L,J =)
        ((聚[I] .Y&LT; = pt.y和放大器;&安培; pt.y&LT;聚[J] .Y)||(聚[J] .Y&LT; = pt.y和放大器;&安培; PT .Y&LT;聚[I] .Y))
        &功放;&安培; (pt.x≤(聚[j]的.X  - 聚[I] .X)*(pt.y  - 聚[I] .Y)/(聚[j]的.Y  - 聚[I] .Y) +聚[I] .X)
        &功放;&安培; (C = C!);
    返回℃;
}

/ **事件处理** /
VAR dragCube = NULL
功能的mouseMove(五){
    变种POSX = 0;
    变种POSY = 0;
    Ë= E || window.event;
    如果(isIE&安培;&安培; FALSE){
        POSX = e.offsetX
        束花= e.offsetY
    } 其他 {
        如果(e.pageX || e.pageY){
            POSX = e.pageX;
            束花= e.pageY;
        }否则,如果(e.clientX || e.clientY){
            POSX = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
            束花= e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
        }
        absMouse =(新点(POSX,铭文))
    }
    //$("debug").innerHTML = myStringify(absMouse)
    如果(dragCube){
        VAR差异=新的点(POSX  -  dragCube.anchor.x,铭文 -  dragCube.anchor.y)
        如果(!dragCube.moved){
            dragCube.moved =真
            addClass($(CV),动)
        }
        dragCube.anchor =新的点(POSX,花束)
        xzRotation  -  = diff.x / 100
        yzRotation + = diff.y / 100
        //$("debug").innerHTML = myStringify(差异)
    }
}
功能MOUSEDOWN(五){
    Ë= E || window.event;
    dragCube = {
        主播:新点(absMouse.x,absMouse.y)
        感动:假的,
        方:-1
    }
    VAR内部=新的点(absMouse.x  -  posCanvas.x,absMouse.y  -  posCanvas.y)
    //为(VAR I = 0; I&LT; LGTH;我++){
    对于(VAR I = LGTH-1; I&GT; = 0;我 - ){
        如果(isPointInPoly(calcCube.sides [arrSortedIndex [I],多边形,内)){
            dragCube.side = arrSortedIndex [I]
            打破;
        }
    }
    / *
    ctx.beginPath()
    ctx.arc(inside.x,inside.y,1,0,Math.PI * 2,假);
    ctx.stroke();
    * /
}
功能mouseUp事件(E){
    如果(dragCube&安培;&安培;!dragCube.moved){
        VAR指数= dragCube.side
        如果(索引&gt; = 0){
            cube.sides [指数] .clickState =!cube.sides [指数] .clickState
            旋转(真)
        }
    }
    dragCube = NULL
    removeClass移除($(CV),动)
}

/ **按钮** /
功能addClass(objElement,strClass){
    如果回报(objElement!);
    如果(objElement.className){
        removeClass移除(objElement,strClass);
        objElement.className + =''+ strClass;
    } 其他 {
        objElement.className = strClass;
    }
}
功能removeClass移除(objElement,strClass){
    如果回报(objElement!);
    如果(objElement.className){
        变种arrList = objElement.className.split('');
        变种strClassUpper = strClass.toUpperCase();
        对于(VAR I = 0; I&LT; arrList.length;我++){
            如果(arrList [I] .toUpperCase()== strClassUpper){
                arrList.splice(ⅰ,1);
                一世 - ;
            }
        }
        objElement.className = arrList.join('');
    }
}

/ **杂项和UTIL ** /
功能$(ID){
    返回的document.getElementById(ID);
}
功能findPos(OBJ){
    //http://www.quirksmode.org/js/findpos.html
    变种curleft = curtop = 0;
    如果(OBJ和放大器;&安培; obj.offsetParent){
        做 {
            curleft + = obj.offsetLeft;
            curtop + = obj.offsetTop;
        }而(OBJ = obj.offsetParent);
    }
    返回新的点(curleft,curtop);
}
函数DEC2HEX(D,填充){
    VAR十六进制数=(D)的ToString(16);
    填充=填充|| 2
    而(hex.length&LT;填充){
        十六进制=0+六角;
    }
    返回十六进制;
}
功能trimVal(VAL,最小值,最大值){
    返回Math.max(Math.min(VAL,最大值),最小值)
}
功能getRadioValue(名字){
    对于(i = 0; I&LT; document.forms [FRM] [名] .length;我++){
        如果(document.forms [FRM] [名] [我] .checked){
            返回document.forms [FRM] [名] [我]。价值;
        }
    }
    返回NULL
}

/** 在里面 **/
功能的init(){
    帆布= $(CV);
    canvas.style.width =宽度;
    canvas.style.height =高度;
    canvas.setAttribute(宽度,宽)
    canvas.setAttribute(高度,高度)
    CTX = canvas.getContext('二维');
    posCanvas = findPos(画布)

    立方= getCube(sideLength)

    旋转(真)
    动画= window.setInterval(旋转(),50);
}


&LT; / SCRIPT&GT;

&LT;身体的onload =的init()
    的OnMouseMove =的mouseMove(事件)
    onmouseup =mouseUp事件(事件)&GT;
    &LT; D​​IV DIR = RTL级=头与GT;קובייה&LT; / DIV&GT;
    &LT; D​​IV DIR = RTL级=子报&GT;גיררואתהקוביהעםהעכברעלמנתלסובבאותה&LT; / DIV&GT;
    &LT; D​​IV DIR = RTL级=子报&GT;ליחצועלפאהעלמנתלסמןאותה&LT; / DIV&GT;

    &LT; BR&GT;
    &LT;! - 主画布 - &GT;
    &LT;中心&GT;
        &LT; D​​IV ID =包装DIR =升&GT;
            &LT;帆布onmousedown事件=鼠标按下(事件)ID =CVWIDTH =100HEIGHT =100&GT;&LT; /帆布&GT;
        &LT; / DIV&GT;
    &LT; /中心&GT;

    &LT;! - 控制面板 - &GT;
    &LT; D​​IV DIR =RTL级=OPAC的风格=的位置是:绝对的;背景:浅黄;边框:1px的纯黑色;右:10px的;顶部:100px的;字体大小:12px的;填充:4PX;宽度: 120px&GT;
        &LT; D​​IV DIR = RTL&GT;
            &LT;表格名称= FRM&GT;
                &LT;输入名称=drawStyle类型=无线电值=色的onclick =旋转(真)的onchange =旋转(真)签&GT;צבעוני&LT; BR&GT;
                &LT;输入名称=drawStyle类型=无线电值=BW的onclick =旋转(真)的onchange =旋转(真)&GT;שחורלבן&LT; BR&GT;
                &LT;输入名称=drawStyle类型=无线电值=跨的onclick =旋转(真)的onchange =旋转(真)&GT;שקוף&LT; BR&GT;
                &LT;输入ID =chkWire类型=复选框的onclick =旋转(真)的onchange =旋转(真)&GT;מסגרת&LT; BR&GT;
            &LT; /形式GT;
        &LT; / DIV&GT;
    &LT; / DIV&GT;

    &LT; D​​IV ID =调试&GT;&LT; / DIV&GT;
&LT; /身体GT;
&LT; / HTML&GT;
 

呵呵......我不介意多的文档类型,但评论感谢。

I am writing a small 3d "engine" in canvas.. not really an engine, but more of an application based on code from Eric Pascarello's demo (hit number "7" a few times to see it rotating)

it's all going very nice, I even added sorting by average z-value for each plane ("side") - so that I can use a body made of several cubes so that close to camera shapes are drawn last.

now, I want to detect which side was clicked, when a mouse clickes the canvas. something like this

hints:

  1. each side is defined by 4 (x,y,z) corners
  2. each corner is drawn to canvas using what I believe is regular "perspective projection"

here's my code - it's cool: use the mouse to rotate

//edit: see the code in my answer below

解决方案

perfect! guess I needed to ask this question so I could answer myself :-)

the solution is based on some amazing snippet i found for detecting presence of point in polygon. this is 2d function, but hey... so is my canvas - silly me.

here it is, complete and cross-browser:

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
    <head>
        <meta http-equiv="content-type" content="text/html; charset=UTF-8" />
        <title>קובייה</title>

        <link rel="shortcut icon" href="Rubiks.png" />  
        <script>var isIE = false</script>
        <!--[if IE]>
            <script language="javascript" type="text/javascript" src="../js_canvas/excanvas_r69.js"></script>
            <script>isIE = true</script>
        <![endif]-->        
        <style>
            body {
                padding: 2px;
                font-family: arial;
            }
            canvas {
                border:1px solid black;
                background:white;
                cursor:default;
            }
            .move {
                cursor:move;
            }
            div, td, input {
                font-size:15px;
            }
            .header {
                font-size:22px;
                font-weight:bold;
                margin-bottom:10px;
            }
            .subHeader {
                font-size:16px;
            }
            .tblHeader {
                background:#003f00; 
                color:white; 
                font-weight:bold;
                font-size:24px;
                border:0px;
            }
            .info {
                background:lightyellow; 
                border:1px solid black;
                font-size:15px;
                width:350px;
            }
            .opac {
                /*
                opacity: .85;
                filter: alpha(opacity=85);
                -ms-filter: "alpha(opacity=85)";
                -khtml-opacity: .85;
                -moz-opacity: .85;
                */
            }           
            .btn {
                color: black;
                display: inline-block;
                width:100px;
                border: 2px outset #ddd;
                text-decoration:none;
                padding:2px;
                background: #ddd;
                text-align:center;
                font-family: arial;
                font-size:12px;
                font-weight:bold;
            }
            .btn_hover {
                color: blue;
            }
            .btn_down {
                border: 2px inset #ddd;
            }

        </style>

    </head>

<script type="text/javascript">
//  cube code shared by Eric Pascarello 
var sideLength = 50;
var width = 600;
var height = 450;
var center = new Point(width/2, height/2)
var perspective = sideLength * 16;  
var xzRotation = -Math.PI/2;
var yzRotation = 0;
var xyRotation = 0;
var isColored = true;
var cube, calcCube, lgth 
var canvas, ctx, animation
var mouse = new Point(0,0);
var absMouse = new Point(0,0)
var clickedMouse = new Point(0,0)
var posCanvas
var clickRGB = [248, 128, 23]       // orange = #F88017
var clickRGB = [255,192,203]        // pink
var arrPolygons = []
var arrSortedIndex


/** cube stuff **/
function rotate(bForce) {
    if (!bForce && (this.last_xyRotation == xyRotation && 
        this.last_xzRotation == xzRotation && 
        this.last_yzRotation == yzRotation
        || !dragCube) ) {
        return
    }

    var drawStyle = getRadioValue("drawStyle")      // color, bw, or trans
    if (drawStyle=="trans") {
        $("chkWire").disabled = true
        $("chkWire").checked = true
    } else {
        $("chkWire").disabled = false
    }

    // rotate cube into calcCube. also set colors.
    for (var i=0; i<lgth; i++) {
        var side = cube.sides[i];
        var calcSide = calcCube.sides[i];
        var avgZ = 0
        var side_polygon = []
        for (var j=0 ; j<4; j++){
            var corner = side.corners[j];
            var calc1 = calc(corner.x, corner.y, xyRotation, 1);
            var calc2 = calc(calc1.p1, corner.z, xzRotation, 1);
            var calc3 = calc(calc1.p2, calc2.p2, yzRotation, -1);
            var x = (calc2.p1 * perspective) / (perspective - calc3.p2) + center.x;
            var y = (calc3.p1 * perspective) / (perspective - calc3.p2) + center.y;
            calcSide.corners[j].x = x
            calcSide.corners[j].y = y
            side_polygon.push (new Point(x, y))
            avgZ += calc3.p2
        }
        calcSide.avgZ = avgZ // /4
        calcSide.polygon = side_polygon

        var light = side.light;
        var calc1 = calc(light.x, light.y, xyRotation, 1);
        var calc2 = calc(calc1.p1, light.z, xzRotation, 1);
        var calc3 = calc(calc1.p2, calc2.p2, yzRotation, -1);
        calcSide.light = calc3.p2;

        // decide color
        var brightness = Math.floor(calcSide.light);
        brightness = trimVal(brightness, 0, 255)
        var colorRGB = []
        var colorCodeRGB = (side.clickState) ?  clickRGB : (drawStyle=="color" ? side.color : "b,b,b").split(",")
        for (var c=0; c<3; c++) {   
            colorRGB[c] = (colorCodeRGB[c]=="b") ? brightness : colorCodeRGB[c]
        }
        fillRGBA = "rgba(" + colorRGB + ",255)";
        calcSide.fillRGBA = fillRGBA
    }

    // sort sides by avgZ !!    
    arrSortedIndex = []
    for (var i=0; i<lgth; i++) {
        arrSortedIndex[i] = i
    }
    for (var i=0; i<lgth-1; i++) {
        for (var j=i+1; j<lgth; j++) {
            if (calcCube.sides[i].avgZ > calcCube.sides[j].avgZ) {
                var temp = calcCube.sides[i].avgZ
                calcCube.sides[i].avgZ = calcCube.sides[j].avgZ
                calcCube.sides[j].avgZ = temp

                var temp = arrSortedIndex[i]
                arrSortedIndex[i] = arrSortedIndex[j]
                arrSortedIndex[j] = temp
            }
        }
    }


    // draw all sides
    ctx.clearRect (0,0, width, height);    
    for (var i=0; i<lgth; i++) {
        var calcSide = calcCube.sides[arrSortedIndex[i]];
        ctx.fillStyle = calcSide.fillRGBA
        var corners = calcSide.corners;
        ctx.beginPath();
        ctx.moveTo (corners[0].x, corners[0].y);
        ctx.lineTo (corners[1].x, corners[1].y);
        ctx.lineTo (corners[2].x, corners[2].y);
        ctx.lineTo (corners[3].x, corners[3].y);
        ctx.lineTo (corners[0].x, corners[0].y);
        if (drawStyle!="trans") {
            ctx.fill();
        }   
        if ($("chkWire").checked) {
            ctx.stroke();
        }   
    }   

    this.last_xyRotation = xyRotation
    this.last_xzRotation = xzRotation
    this.last_yzRotation = yzRotation
}
function calc(p1,p2,ang,pn){

    var cosAng = Math.cos(ang);
    var sinAng = Math.sin(ang);

     var r1 = cosAng * p1 - pn * sinAng * p2;
     var r2 = cosAng * p2 + pn * sinAng * p1;

    return { "p1": r1,"p2":r2};
}
function getCube(sideLength) {

    var ret =  {
        sides : [
            { //FRONT
            corners : [ {x:-1*sideLength, y: 1*sideLength, z: 1*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z: 1*sideLength},
                        {x: 1*sideLength, y:-1*sideLength, z: 1*sideLength},
                        {x:-1*sideLength, y:-1*sideLength, z: 1*sideLength} ],
            light   : {x: 0, y: 0, z: 255 },
            color   : "0,b,0"
            },

            { //BACK
            corners : [ {x:-1*sideLength, y: 1*sideLength, z:-1*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z:-1*sideLength},
                        {x: 1*sideLength, y:-1*sideLength, z:-1*sideLength},
                        {x:-1*sideLength, y:-1*sideLength, z:-1*sideLength} ],
            light  :  {x: 0, y: 0, z: -255 },
            color   : "0,0,b"
            },

            {  //RIGHT
            corners : [ {x: 1*sideLength, y: 1*sideLength, z: 1*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z:-1*sideLength},
                        {x: 1*sideLength, y:-1*sideLength, z:-1*sideLength},
                        {x: 1*sideLength, y:-1*sideLength, z: 1*sideLength} ],
            light  :  {x: 255, y: 0, z: 0 },
            color   : "b,0,0"
            },

            { //LEFT
            corners : [ {x:-1*sideLength, y: 1*sideLength, z: 1*sideLength},
                        {x:-1*sideLength, y: 1*sideLength, z:-1*sideLength},
                        {x:-1*sideLength, y:-1*sideLength, z:-1*sideLength},
                        {x:-1*sideLength, y:-1*sideLength, z: 1*sideLength} ],
            light  :  {x: -255, y: 0, z: 0},
            color   : "0,b,b"
            },

            {  //top
            corners : [ {x:-1*sideLength, y:-1*sideLength, z: 1*sideLength},    
                        {x: 1*sideLength, y:-1*sideLength, z: 1*sideLength},
                        {x: 1*sideLength, y:-1*sideLength, z:-1*sideLength},
                        {x:-1*sideLength, y:-1*sideLength, z:-1*sideLength} ],
            light  :  {x: 0, y:-255 , z: 0},
            color   : "b,b,0"
            },

            {  //bottom
            corners : [ {x:-1*sideLength, y: 1*sideLength, z: 1*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z: 1*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z:-1*sideLength},
                        {x:-1*sideLength, y: 1*sideLength, z:-1*sideLength} ],
            light  :  {x: 0, y: 255, z: 0},
            color   : "b,0,b"
            },

            // anoter cube behind and above - my addition

            { //FRONT
            corners : [ {x:-1*sideLength, y: 3*sideLength, z: -1*sideLength},
                        {x: 1*sideLength, y: 3*sideLength, z: -1*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z: -1*sideLength},
                        {x:-1*sideLength, y: 1*sideLength, z: -1*sideLength} ],
            light   : {x: 0, y: 0, z: 255 },
            color   : "0,b,0"
            },

            { //BACK
            corners : [ {x:-1*sideLength, y: 3*sideLength, z:-3*sideLength},
                        {x: 1*sideLength, y: 3*sideLength, z:-3*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z:-3*sideLength},
                        {x:-1*sideLength, y: 1*sideLength, z:-3*sideLength} ],
            light  :  {x: 0, y: 0, z: -255 },
            color   : "0,0,b"
            },

            {  //RIGHT
            corners : [ {x: 1*sideLength, y: 3*sideLength, z: -1*sideLength},
                        {x: 1*sideLength, y: 3*sideLength, z:-3*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z:-3*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z: -1*sideLength} ],
            light  :  {x: 255, y: 0, z: 0 },
            color   : "b,0,0"
            },

            { //LEFT
            corners : [ {x:-1*sideLength, y: 3*sideLength, z: -1*sideLength},
                        {x:-1*sideLength, y: 3*sideLength, z:-3*sideLength},
                        {x:-1*sideLength, y: 1*sideLength, z:-3*sideLength},
                        {x:-1*sideLength, y: 1*sideLength, z: -1*sideLength} ],
            light  :  {x: -255, y: 0, z: 0},
            color   : "0,b,b"
            },

            {  //top
            corners : [ {x:-1*sideLength, y: 1*sideLength, z: -1*sideLength},   
                        {x: 1*sideLength, y: 1*sideLength, z: -1*sideLength},
                        {x: 1*sideLength, y: 1*sideLength, z:-3*sideLength},
                        {x:-1*sideLength, y: 1*sideLength, z:-3*sideLength} ],
            light  :  {x: 0, y:-255 , z: 0},
            color   : "b,b,0"
            },

            {  //bottom
            corners : [ {x:-1*sideLength, y: 3*sideLength, z: -1*sideLength},
                        {x: 1*sideLength, y: 3*sideLength, z: -1*sideLength},
                        {x: 1*sideLength, y: 3*sideLength, z:-3*sideLength},
                        {x:-1*sideLength, y: 3*sideLength, z:-3*sideLength} ],
            light  :  {x: 0, y: 255, z: 0},
            color   : "b,0,b"
            }           

        ]
    }
    lgth = ret.sides.length; 

    calcCube = {sides:[]}
    for (var i=0; i<lgth; i++) {
        calcCube.sides[i] =  {corners : [{},{},{},{}], light:0, avgZ:0} 
        ret.sides[0].clickState=false
    }
    return ret
}

/** 2d stuff **/
function Point(x,y) {
    this.x = x
    this.y = y
}
function Polygon() {
    var ret = []
    for (var i=0; i<arguments.length; i++) {
        ret.push (arguments[i])
    }
    return ret
}
function isPointInPoly(poly, pt) {
    // from http://snippets.dzone.com/posts/show/5295 - wow!
    for(var c = false, i = -1, l = poly.length, j = l - 1; ++i < l; j = i)
        ((poly[i].y <= pt.y && pt.y < poly[j].y) || (poly[j].y <= pt.y && pt.y < poly[i].y))
        && (pt.x < (poly[j].x - poly[i].x) * (pt.y - poly[i].y) / (poly[j].y - poly[i].y) + poly[i].x)
        && (c = !c);
    return c;
}

/** event handlers **/
var dragCube = null
function mouseMove(e) {
    var posx = 0;
    var posy = 0;
    e = e || window.event;
    if (isIE&&false) {
        posx = e.offsetX
        posy = e.offsetY
    } else {
        if (e.pageX || e.pageY) {
            posx = e.pageX;
            posy = e.pageY;
        } else if (e.clientX || e.clientY) {
            posx = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
            posy = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
        }
        absMouse = (new Point(posx, posy))
    }
    //$("debug").innerHTML = myStringify(absMouse)
    if (dragCube) {
        var diff = new Point (posx - dragCube.anchor.x, posy - dragCube.anchor.y)
        if (!dragCube.moved) {
            dragCube.moved = true
            addClass ($("cv"), "move")
        } 
        dragCube.anchor = new Point (posx, posy)
        xzRotation -= diff.x/100
        yzRotation += diff.y/100
        //$("debug").innerHTML = myStringify(diff)
    }
}
function mouseDown(e) {
    e = e || window.event;
    dragCube = {
        anchor : new Point( absMouse.x, absMouse.y),
        moved : false,
        side: -1
    }
    var inside = new Point (absMouse.x - posCanvas.x, absMouse.y - posCanvas.y )
    //for (var i=0; i<lgth; i++) {
    for (var i=lgth-1; i>=0; i--) {
        if (isPointInPoly(calcCube.sides[arrSortedIndex[i]].polygon, inside)) {
            dragCube.side = arrSortedIndex[i]
            break;
        }
    }
    /*
    ctx.beginPath()
    ctx.arc(inside.x, inside.y, 1, 0, Math.PI*2, false);    
    ctx.stroke();   
    */
}
function mouseUp(e) {
    if (dragCube && !dragCube.moved) {
        var index = dragCube.side
        if (index>=0) {
            cube.sides[index].clickState = !cube.sides[index].clickState
            rotate(true)
        }       
    }
    dragCube = null
    removeClass ($("cv"), "move")
}

/** buttons **/
function addClass(objElement, strClass) {
    if (!objElement) return;
    if (objElement.className) {
        removeClass(objElement, strClass);
        objElement.className += ' '+strClass;
    } else {
        objElement.className = strClass;
    }
}
function removeClass(objElement, strClass) {
    if (!objElement) return;
    if (objElement.className) {
        var arrList = objElement.className.split(' ');
        var strClassUpper = strClass.toUpperCase();
        for (var i = 0; i < arrList.length; i++) {
            if (arrList[i].toUpperCase() == strClassUpper) {
                arrList.splice(i, 1);
                i--;
            }
        }
        objElement.className = arrList.join(' ');
    }
}

/** misc and util **/
function $(id) {
    return document.getElementById(id);
}
function findPos(obj) {
    //http://www.quirksmode.org/js/findpos.html
    var curleft = curtop = 0;
    if (obj && obj.offsetParent) {
        do {
            curleft += obj.offsetLeft;
            curtop += obj.offsetTop;
        } while (obj = obj.offsetParent);
    }
    return new Point(curleft,curtop);
}
function dec2hex(d, padding) {
    var hex = Number(d).toString(16);
    padding = padding || 2
    while (hex.length < padding) {
        hex = "0" + hex;
    }
    return hex;
}
function trimVal(val, min, max) {
    return Math.max( Math.min(val, max), min)
}
function getRadioValue (name) {
    for (i=0;i<document.forms["frm"][name].length;i++) {
        if (document.forms["frm"][name][i].checked) {
            return document.forms["frm"][name][i].value;
        }
    }
    return null
}

/** init **/
function init() {
    canvas = $("cv");
    canvas.style.width = width;
    canvas.style.height = height;
    canvas.setAttribute("width", width)
    canvas.setAttribute("height", height)   
    ctx = canvas.getContext('2d');
    posCanvas = findPos(canvas)

    cube = getCube(sideLength)

    rotate(true)
    animation = window.setInterval("rotate()", 50);
}


</script>

<body onload="init()"
    onmousemove="mouseMove(event)"
    onmouseup="mouseUp(event)">
    <div dir=rtl class="header">קובייה</div>
    <div dir=rtl class="subHeader">גיררו את הקוביה עם העכבר על מנת לסובב אותה.</div>
    <div dir=rtl class="subHeader">ליחצו על פאה על מנת לסמן אותה.</div>

    <BR>
    <!-- main canvas -->
    <center>
        <div id="wrapper" dir="ltr">
            <canvas onmousedown="mouseDown(event)" id="cv" width="100" height="100"></canvas>   
        </div>
    </center>   

    <!-- control panel -->
    <div dir="rtl" class="opac" style="position:absolute; background:lightyellow; border:1px solid black; right:10px; top:100px; font-size:12px; padding:4px; width:120px">
        <div dir=rtl>
            <form name=frm>
                <input name="drawStyle" type="radio" value="color" onclick="rotate(true)" onchange="rotate(true)" checked>צבעוני<br>
                <input name="drawStyle" type="radio" value="bw" onclick="rotate(true)" onchange="rotate(true)">שחור לבן<br>
                <input name="drawStyle" type="radio" value="trans" onclick="rotate(true)" onchange="rotate(true)">שקוף<br>
                <input id="chkWire" type="checkbox" onclick="rotate(true)" onchange="rotate(true)">מסגרת<BR>
            </form> 
        </div>
    </div>  

    <div id="debug"></div>
</body>
</html>

oh... and I don't mind much for the doctype, but thanks for commenting.

这篇关于如何检测其3D立方体的一侧被点击?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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