最近有個(gè)頁面的效果需求,要實(shí)現(xiàn)一個(gè) 3D 地球的動(dòng)畫效果,在尋找效果參考時(shí)看到 didiGlobel 官網(wǎng)的效果很好,所以就想把這個(gè)效果拿下來參考一下。以下就是一個(gè)反譯+學(xué)習(xí)的過程記錄。
寫在前面
訪問 官方地址 可以看到下面的 3D 地球效果
獲取效果資源
首先查看一下官網(wǎng)實(shí)現(xiàn)的源碼
發(fā)現(xiàn)都是經(jīng)過混淆壓縮過的,但從中可以分析出采用的技術(shù)棧如下:
- React
- Threejs
- Shader
可以看到文件的可讀性很差,有4個(gè)js 文件,首先是要找到哪個(gè)文件是用來制作這個(gè)地球的。
我們回到 Elements 標(biāo)簽頁,找到對(duì)應(yīng)的 html 源碼
從上面可以看到,地球是渲染到 canvas 中,parent id 是 container,那么我們只要在混淆的源碼中,找到渲染方法就能確定哪個(gè) js 是主要制作地球的,這樣就能再進(jìn)行分析。
經(jīng)過關(guān)鍵詞查詢
找到了對(duì)應(yīng)的js,但由于這js 文件比較大,并且源碼可讀性太差,就需要借助一些工具來幫我們?nèi)シ醋g。
這里用的是 jsNice 反譯之后的效果還是可以的,有一定可讀性。
經(jīng)過整理重點(diǎn)的幾個(gè)函數(shù)如下:
init
//網(wǎng)頁加載完畢后會(huì)被調(diào)用
function init() {
if (window.innerWidth < 960) {
SCREEN_WIDTH = width();
SCREEN_HEIGHT = width();
} else {
SCREEN_WIDTH = .454 * window.innerWidth;
SCREEN_HEIGHT = .454 * window.innerWidth;
}
//創(chuàng)建一個(gè)場(chǎng)景(場(chǎng)景是一個(gè)容器,用于保存、跟蹤所要渲染的物體和使用的光源)
scene = new THREE.Scene();
//創(chuàng)建一個(gè)攝像機(jī)對(duì)象
camera = new THREE.PerspectiveCamera(30,
SCREEN_WIDTH / SCREEN_HEIGHT, 1, 1e4);
camera.position.x = 30;
camera.position.y = 30;
camera.position.z = 30;
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(new THREE.AmbientLight('#C60224'));
//創(chuàng)建一個(gè)WebGL渲染器并設(shè)置其大小
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
// renderer.setClearColor(new THREE.Color(0x00000)); //0xc0c0c0
// renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
//將渲染的結(jié)果輸出到指定頁面元素中
// document.getElementById("WebGL-output").appendChild(renderer.domElement);
container.appendChild(renderer.domElement);
container.addEventListener("mousedown", onMouseDown, false);
// container.addEventListener("touchstart", start, false);
// container.addEventListener("mouseenter", scroll, false);
container.addEventListener("mouseleave", onMouseOut, false);
container.addEventListener("mousemove", onMouseMove, false);
// window.addEventListener("click", check, false);
// container.addEventListener("touchend", onMouseWheel, false);
container.addEventListener("touchmove", move, false);
// window.addEventListener("resize", resize, false);
……
drawGlobe
// 畫地球
function drawGlobe() {
const textureLoader = new THREE.TextureLoader()
const texture = textureLoader.load('dist/img/world.jpg');
const material = new THREE.MeshBasicMaterial({
map: texture,
overdraw: .5,
transparent: true,
side: THREE.DoubleSide
});
var sphereGeometry = new THREE.SphereGeometry(200, 40, 30);
mesh = new THREE.Mesh(sphereGeometry, material);
mesh.name = "scene";
mesh.rotation.y = .7 * Math.PI;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add(mesh);
}
drawCircle
function drawCircle(y, scale, center, angle, value, country) {
/** @type {null} */
var line = null;
var geometry = new THREE.CircleGeometry(15, 64);
var material = new THREE.LineBasicMaterial({
color: '#C60224'
});
geometry.vertices.shift();
line = new THREE.LineLoop(geometry, material);
line.position.set(y, scale, center);
line.rotation.x = THREE.Math.degToRad(angle);
line.rotation.y = THREE.Math.degToRad(value);
line.name = "hollow-circle " + country;
scene.add(line);
}
addLogo
function addLogo(px, py, pz, rx, ry, rz) {
const textureLoader = new THREE.TextureLoader()
// const texture = textureLoader.load('dist/img/world_image_nansha.jpg');
const texture = textureLoader.load('dist/img/mylogo.jpg');
let geometry = new THREE.CircleGeometry(20, 32);
var m = new THREE.MeshBasicMaterial({
map: texture,
overdraw: .5,
transparent: true,
side: THREE.DoubleSide
});
var r = new THREE.Mesh(geometry, m);
r.position.set(px, py, pz);
r.rotation.x = THREE.Math.degToRad(rx);
r.rotation.y = THREE.Math.degToRad(ry);
r.rotation.z = THREE.Math.degToRad(rz);
r.name = "logo";
scene.add(r);
}
parseNode
function parseNode(str, file, data, t, value, country) {
var group = new THREE.CircleGeometry(20, 32);
var m = new THREE.MeshBasicMaterial({
color: '#C60224',
transparent: true,
opacity: 0,
side: THREE.DoubleSide
});
var r = new THREE.Mesh(group, m);
r.position.set(str, file, data);
r.rotation.x = THREE.Math.degToRad(t);
r.rotation.y = THREE.Math.degToRad(value);
r.name = "large-circle target=" + country;
scene.add(r);
}
create
function create(array, html, id, angle, value, country) {
/**
* @return {undefined}
*/
function add() {
occlusion = occlusion + .01;
if (occlusion > 2) {
/** @type {number} */
occlusion = 1;
}
body.scale.x = occlusion;
body.scale.y = occlusion;
/** @type {number} */
body.material.opacity = type && type === country ? .3 : node && node === country ? .3 : 0;
requestAnimationFrame(add);
}
var bodyGeom = new THREE.CircleGeometry(5, 40);
var bodyMat = new THREE.MeshBasicMaterial({
color: '#C60224',
transparent: true,
opacity: 0,
side: THREE.DoubleSide
});
var body = new THREE.Mesh(bodyGeom, bodyMat);
body.position.set(array, html, id);
body.rotation.x = THREE.Math.degToRad(angle);
body.rotation.y = THREE.Math.degToRad(value);
/** @type {string} */
body.name = "twinklin-light target=" + country;
scene.add(body);
/** @type {number} */
var occlusion = 1;
add();
}
renderLine
// 畫線
還有一些地球的控制代碼
onMouseDown
onMouseOut
onMouseMove
move
……
整體的代碼邏輯還是非常清晰的,實(shí)現(xiàn)上面主要是一些細(xì)節(jié)處理的非常好,比如點(diǎn)的角度、地球的3D著色等,給我們的需求實(shí)現(xiàn)提供了很大的參考價(jià)值。代碼抽后的效果如下:
然后有需要參考的可以直接去下載我整理的源碼來看,有需要交流的也可以直接留言給我。
https://github.com/baisheng/threejs-example.git