【发布时间】:2020-08-26 21:05:35
【问题描述】:
我用三个 js 看了this example 来绘制带有图像的粒子并且效果很好,但是我想在单击按钮时使用开关更改图像(调用此函数):
const changeImg = function(num) {
switch (num)
{
case 0:
imgData ="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAA....";
break;
case 1:
imgData = "data:image/png;base64,iVBORw0KGgoAAAAN..."
break;
}
img.src = imgData;
}
并且可以,但是当您多次单击时,网站会变慢。
如何在不降低网站速度的情况下仅更新图片?
编辑 1
我把代码改成这样:
var renderer, scene, camera, ww, wh, particles, mw, mh, mz, numState;
numState = 0;
mz = 6; // Matrerial size
ww = document.getElementById('map-container').offsetWidth,
wh = 450;
mw = ww * 2;
mh = wh * 2;
var centerVector = new THREE.Vector3(0, 0, 0);
var previousTime = 0
speed = 10
isMouseDown = false;
// Render
renderer = new THREE.WebGLRenderer({
canvas: document.getElementById("map"),
antialias: true
});
renderer.setSize(mw, mh);
renderer.setClearColor(0x12347C);
// Scence
scene = new THREE.Scene();
// Camera
camera = new THREE.OrthographicCamera( ww / - 2, ww / 2, wh / 2, wh / - 2, 1, 1000 );
camera.position.set(7, 0, 4);
camera.lookAt(centerVector);
scene.add(camera);
camera.zoom = 4;
camera.updateProjectionMatrix();
// Geometry
var geometry = new THREE.Geometry();
var material = new THREE.PointsMaterial({
size: mz,
color: 0xFFFFFF,
sizeAttenuation: false
});
// Particle
particles = new THREE.Points();
var getImageData = function(image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0);
return ctx.getImageData(0, 0, image.width, image.height);
}
var drawTheMap = function() {
geometry.dispose();
particles.material.dispose();
particles.geometry.dispose();
for (var y = 0, y2 = imagedata.height; y < y2; y += 2) {
for (var x = 0, x2 = imagedata.width; x < x2; x += 2) {
if (imagedata.data[(x * 4 + y * 4 * imagedata.width)] < 128) {
var vertex = new THREE.Vector3();
vertex.x = x - imagedata.width / 2;
vertex.y = -y + imagedata.height / 2;
vertex.z = -Math.random()*500;
vertex.speed = Math.random() / speed + 0.015;
geometry.vertices.push(vertex);
}
}
}
particles.material = material;
particles.geometry = geometry;
scene.add(particles);
requestAnimationFrame(render);
};
var init = function() {
imagedata = getImageData(image);
drawTheMap();
onResize();
window.addEventListener('mousemove', onMousemove, false);
window.addEventListener('mousedown', onMousedown, false);
window.addEventListener('mouseup', onMouseup, false);
window.addEventListener('resize', onResize, false);
};
var onResize = function(){
var mov1, mov2;
ww = document.getElementById('map-container').offsetWidth;
wh = 450;
if (window.innerWidth > 850) {
mw = ww * 2;
mh = wh * 2;
mz = 6;
mov1 = 2.2;
mov2 = 1.9;
particles.material.size = mz;
} else {
mw = ww;
mh = wh;
mz = 3;
mov1 = 2;
mov2 = 2;
particles.material.size = mz;
}
renderer.setSize(mw, mh);
camera.left = ww / - mov1;
camera.right = ww / 2;
camera.top = wh / mov2;
camera.bottom = wh / - 2;
camera.updateProjectionMatrix();
};
var onMouseup = function(){
isMouseDown = false;
}
var onMousedown = function(e){
isMouseDown = true;
lastMousePos = {x:e.clientX, y:e.clientY};
};
var onMousemove = function(e){
if(isMouseDown){
camera.position.x += (e.clientX-lastMousePos.x)/100;
camera.position.y -= (e.clientY-lastMousePos.y)/100;
camera.lookAt(centerVector);
lastMousePos = {x:e.clientX, y:e.clientY};
}
};
var render = function(a) {
requestAnimationFrame(render);
particles.geometry.verticesNeedUpdate = true;
if(!isMouseDown){
camera.position.x += (0-camera.position.x)*0.06;
camera.position.y += (0-camera.position.y)*0.06;
camera.lookAt(centerVector);
}
renderer.render(scene, camera);
};
var imgData;
var image;
imgData ="data:image/png;base64,iVBORw0KGgoAAA...";
const changeState = function(state, num) {
document.getElementById('dropbox-choose').innerHTML = state;
numState = num;
switch (numState)
{
case 0:
imgData ="data:image/png;base64,iVBORw0KGgoAAA...";
break;
case 1:
imgData = "data:image/png;base64,iVBORw0KGgoI..."
break;
}
image.src = imgData;
}
image = document.createElement("img");
image.onload = init;
image.src = imgData;
THREE.WebGLRenderer 只应用了一次,但是当我点击更改图像时,它并没有更新,而且我仍然遇到网站变慢的问题
这是我第一次使用三个js,我不知道我是否很好地应用了文档中所说的
编辑 2
var renderer, scene, camera, ww, wh, particles, mw, mh, mz, numState;
numState = 0;
mz = 6;
ww = document.getElementById('map-container').offsetWidth,
wh = 450;
mw = ww * 2;
mh = wh * 2;
var centerVector = new THREE.Vector3(0, 0, 0);
var previousTime = 0
speed = 10
isMouseDown = false;
// Render
renderer = new THREE.WebGLRenderer({
canvas: document.getElementById("map"),
antialias: true
});
renderer.setSize(mw, mh);
renderer.setClearColor(0x12347C);
// Scence
scene = new THREE.Scene();
// Camera
camera = new THREE.OrthographicCamera( ww / - 2, ww / 2, wh / 2, wh / - 2, 1, 1000 );
camera.position.set(7, 0, 4);
camera.lookAt(centerVector);
scene.add(camera);
camera.zoom = 4;
camera.updateProjectionMatrix();
// Geometry
//var geometry = new THREE.Geometry();
var material = new THREE.PointsMaterial({
size: mz,
color: 0xFFFFFF,
sizeAttenuation: false
});
// Particle
particles = new THREE.Points();
particles.material = material
scene.add(particles);
var getImageData = function(image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0);
return ctx.getImageData(0, 0, image.width, image.height);
}
var drawTheMap = function() {
let vertices = particles.geometry; // this acts as a REFERENCE!
vertices.length = 0; // clears the vertices array
for (var y = 0, y2 = imagedata.height; y < y2; y += 2) {
for (var x = 0, x2 = imagedata.width; x < x2; x += 2) {
if (imagedata.data[(x * 4 + y * 4 * imagedata.width)] < 128) {
var vertex = new THREE.Vector3();
vertex.x = x - imagedata.width / 2;
vertex.y = -y + imagedata.height / 2;
vertex.z = -Math.random()*500;
vertex.speed = Math.random() / speed + 0.015;
vertices.vertices.push(vertex);
}
}
}
particles.geometry.verticesNeedUpdate = true; // Inform three.js of the update
requestAnimationFrame(render);
};
var init = function() {
imagedata = getImageData(image);
drawTheMap();
onResize();
window.addEventListener('mousemove', onMousemove, false);
window.addEventListener('mousedown', onMousedown, false);
window.addEventListener('mouseup', onMouseup, false);
window.addEventListener('resize', onResize, false);
};
var onResize = function(){
var mov1, mov2;
ww = document.getElementById('map-container').offsetWidth;
wh = 450;
if (window.innerWidth > 850) {
mw = ww * 2;
mh = wh * 2;
mz = 6;
mov1 = 2.2;
mov2 = 1.9;
particles.material.size = mz;
} else {
mw = ww;
mh = wh;
mz = 3;
mov1 = 2;
mov2 = 2;
particles.material.size = mz;
}
renderer.setSize(mw, mh);
camera.left = ww / - mov1;
camera.right = ww / 2;
camera.top = wh / mov2;
camera.bottom = wh / - 2;
camera.updateProjectionMatrix();
};
var onMouseup = function(){
isMouseDown = false;
}
var onMousedown = function(e){
isMouseDown = true;
lastMousePos = {x:e.clientX, y:e.clientY};
};
var onMousemove = function(e){
if(isMouseDown){
camera.position.x += (e.clientX-lastMousePos.x)/100;
camera.position.y -= (e.clientY-lastMousePos.y)/100;
camera.lookAt(centerVector);
lastMousePos = {x:e.clientX, y:e.clientY};
}
};
var render = function(a) {
requestAnimationFrame(render);
particles.geometry.verticesNeedUpdate = true;
if(!isMouseDown){
camera.position.x += (0-camera.position.x)*0.06;
camera.position.y += (0-camera.position.y)*0.06;
camera.lookAt(centerVector);
}
renderer.render(scene, camera);
};
var imgData;
var image;
imgData ="data:image/png;base64,iVBORw0KGgoAAA...";
const changeState = function(state, num) {
document.getElementById('dropbox-choose').innerHTML = state;
numState = num;
switch (numState)
{
case 0:
imgData ="data:image/png;base64,iVBORw0KGgoAAA...";
break;
case 1:
imgData = "data:image/png;base64,iVBORw0KGgoAAA..."
break;
}
image.src = imgData;
}
image = document.createElement("img");
image.onload = init;
image.src = imgData;
当我点击更改图像时,它没有更新,而且我仍然有网站变慢的问题。我将 vertcies.push 转换为 vertices.vertices.push()
【问题讨论】:
标签: javascript three.js frontend