掌财社:前端中怎么实现图片3D展览?在html5中3D预览案例分享!

本文介绍了如何在前端实现图片的3D展览效果,通过HTML5技术提供3D预览。文章包括一个受限的2D GIF展示和一个视频链接以展示实际效果,并详细讲解了HTML、CSS和JavaScript的实现代码。
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在先前我们都习惯了2D的视觉和设计中,那么随着社会和高新技术的发展中我们逐渐学会了怎么实现3D的效果,那么今天就来和大家分享有关于:“ 前端中怎么实现图片3D展览? ”这方面的相关内容,下面是小编收集整理的相关内容,希望可以帮助到大家!

一、图片3D展览效果

上传图片的大小有限制,录制的GIF图展示效果不是很好

图片3D展览效果

录屏的效果见链接:https://www.bilibili.com/video/BV1Bi4y1E7wk/

二、代码实现

1. HTML代码

<!DOCTYPE HTML>
<html>
<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
    <meta name="HandheldFriendly" content="true">
    <meta name="description" content="图片3D展览屋">
    <meta name="keywords" content="canvas,3D_picture,perspective,texturing,gallery">
    <link href="res/slider-wb.css" rel="stylesheet">
    <title>图片3D展览屋</title>
    <style>
        html
        {
            overflow:visible;
            -ms-touch-action: none;
            -ms-content-zooming: none;
        }
        body
        {
            position: absolute;
            margin: 0px;
            padding: 0px;
            background: #fff;
            width: 100%;
            height: 100%;
        }
        #canvas
        {
            position: absolute;
            width: 100%;
            height: 100%;
            background: #fff;
        }
    </style>
    <script type="text/javascript" src="res/ge1doot.js"></script>
    <script type="text/javascript">

        "use strict";

        (function () {
            /* ==== definitions ==== */
            var diapo = [], layers = [], ctx, pointer, scr, camera, light, fps = 0, quality = [1, 2],
            // ---- poly constructor ----
	Poly = function (parent, face) {
	    this.parent = parent;
	    this.ctx = ctx;
	    this.color = face.fill || false;
	    this.points = [];
	    if (!face.img) {
	        // ---- create points ----
	        for (var i = 0; i < 4; i++) {
	            this.points[i] = new ge1doot.transform3D.Point(
					parent.pc.x + (face.x[i] * parent.normalZ) + (face.z[i] * parent.normalX),
					parent.pc.y + face.y[i],
					parent.pc.z + (face.x[i] * parent.normalX) + (-face.z[i] * parent.normalZ)
				);
	        }
	        this.points[3].next = false;
	    }
	},
            // ---- diapo constructor ----
	Diapo = function (path, img, structure) {
	    // ---- create image ----
	    this.img = new ge1doot.transform3D.Image(
			this, path + img.img, 1, {
			    isLoaded: function (img) {
			        img.parent.isLoaded = true;
			        img.parent.loaded(img);
			    }
			}
		);
	    this.visible = false;
	    this.normalX = img.nx;
	    this.normalZ = img.nz;
	    // ---- point center ----
	    this.pc = new ge1doot.transform3D.Point(img.x, img.y, img.z);
	    // ---- target positions ----
	    this.tx = img.x + (img.nx * Math.sqrt(camera.focalLength) * 20);
	    this.tz = img.z - (img.nz * Math.sqrt(camera.focalLength) * 20);
	    // ---- create polygons ----
	    this.poly = [];
	    for (var i = -1, p; p = structure[++i]; ) {
	        layers[i] = (p.img === true ? 1 : 2);
	        this.poly.push(
				new Poly(this, p)
			);
	    }
	},
            // ---- init section ----
	init = function (json) {
	    // draw poly primitive
	    Poly.prototype.drawPoly = ge1doot.transform3D.drawPoly;
	    // ---- init screen ----
	    scr = new ge1doot.Screen({
	        container: "canvas"
	    });
	    ctx = scr.ctx;
	    scr.resize();
	    // ---- init pointer ----
	    pointer = new ge1doot.Pointer({
	        tap: function () {
	            if (camera.over) {
	                if (camera.over === camera.target.elem) {
	                    // ---- return to the center ----
	                    camera.target.x = 0;
	                    camera.target.z = 0;
	                    camera.target.elem = false;
	                } else {
	                    // ---- goto diapo ----
	                    camera.target.elem = camera.over;
	                    camera.target.x = camera.over.tx;
	                    camera.target.z = camera.over.tz;
	                    // ---- adapt tesselation level to distance ----
	                    for (var i = 0, d; d = diapo[i++]; ) {
	                        var dx = camera.target.x - d.pc.x;
	                        var dz = camera.target.z - d.pc.z;
	                        var dist = Math.sqrt(dx * dx + dz * dz);
	                        var lev = (dist > 1500) ? quality[0] : quality[1];
	                        d.img.setLevel(lev);
	                    }
	                }
	            }
	        }
	    });
	    // ---- init camera ----
	    camera = new ge1doot.transform3D.Camera({
	        focalLength: Math.sqrt(scr.width) * 10,
	        easeTranslation: 0.025,
	        easeRotation: 0.06,
	        disableRz: true
	    }, {
	        move: function () {
	            this.over = false;
	            // ---- rotation ----
	            if (pointer.isDraging) {
	                this.target.elem = false;
	                this.target.ry = -pointer.Xi * 0.01;
	                this.target.rx = (pointer.Y - scr.height * 0.5) / (scr.height * 0.5);
	            } else {
	                if (this.target.elem) {
	                    this.target.ry = Math.atan2(
							this.target.elem.pc.x - this.x,
							this.target.elem.pc.z - this.z
						);
	                }
	            }
	            this.target.rx *= 0.9;
	        }
	    });
	    camera.z = -10000;
	    camera.py = 0;
	    // ---- create images ----
	    for (var i = 0, img; img = json.imgdata[i++]; ) {
	        diapo.push(
				new Diapo(
					json.options.imagesPath,
					img,
					json.structure
				)
			);
	    }
	    // ---- start engine ---- >>>
	    setInterval(function () {
	        quality = (fps > 50) ? [2, 3] : [1, 2];
	        fps = 0;
	    }, 1000);
	    run();
	},
            // ---- main loop ----
	run = function () {
	    // ---- clear screen ----
	    ctx.clearRect(0, 0, scr.width, scr.height);
	    // ---- camera ----
	    camera.move();
	    // ---- draw layers ----
	    for (var k = -1, l; l = layers[++k]; ) {
	        light = false;
	        for (var i = 0, d; d = diapo[i++]; ) {
	            (l === 1 && d.draw()) ||
				(d.visible && d.poly[k].draw());
	        }
	    }
	    // ---- cursor ----
	    if (camera.over && !pointer.isDraging) {
	        scr.setCursor("pointer");
	    } else {
	        scr.setCursor("move");
	    }
	    // ---- loop ----
	    fps++;
	    requestA
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