H5 realizes rotating three-dimensional Rubik's cube

php中世界最好的语言
Release: 2018-03-26 13:21:51
Original
4986 people have browsed it

This time I will bring you H5 to realize the rotating three-dimensional Rubik's Cube. What are theprecautionsfor H5 to realize the rotating three-dimensional Rubik's Cube. The following is a practical case, let's take a look.

The following is the preview screen.

##Production process

First you need to download

Html5Open source library lufylegend-1.4.0

The Rubik's Cube is divided into 6 faces, each face is composed of 9 small rectangles. Now I encapsulate each small rectangle as a class,

Because what is being built now is a 3D Rubik's Cube, so to draw each small rectangle, you need to know the 4 fixed points of the small rectangle, and these 4 fixed points will transform according to the rotation angle of the space, so in order to calculate these 4 For fixed-point coordinates, you need to know the angle of rotation of the Rubik's Cube around the x-axis and z-axis.

So, create a rectangle class as follows

function Rect(pointA,pointB,pointC,pointD,angleX,angleZ,color){ base(this,LSprite,[]); this.pointZ=[(pointA[0]+pointB[0]+pointC[0]+pointD[0])/4,(pointA[1]+pointB[1]+pointC[1]+pointD[1])/4,(pointA[2]+pointB[2]+pointC[2]+pointD[2])/4]; this.z = this.pointZ[2]; this.pointA=pointA,this.pointB=pointB,this.pointC=pointC,this.pointD=pointD,this.angleX=angleX,this.angleZ=angleZ,this.color=color; } Rect.prototype.setAngle = function(a,b){ this.angleX = a; this.angleZ = b; this.z=this.getPoint(this.pointZ)[2]; };
Copy after login
pointA, pointB, pointC, pointD are the four vertices of the small rectangle, angleX, angleZ are the angles of x-axis and z-axis rotation respectively, and color is The color of the small rectangle.

The Rubik's Cube is divided into 6 faces. Let's take a look at the front face first. If the center of the cube is used as the center of the 3D coordinate system, then the coordinates corresponding to each fixed point of the 9 small rectangles are as shown in the figure below

So, the 9 small rectangles on the previous surface can be created by the following code

for(var x=0;x<3;x++){ for(var y=0;y<3;y++){ z = 3; var rect = new Rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#FF0000"); backLayer.addChild(rect); } }
Copy after login

where backLayer is an LSprite class, and step is half a small The length of the rectangle can also be obtained by the other five faces in the same way.

Six faces have been established. Before drawing these six faces, the coordinates of each fixed point must first be calculated based on the angle of rotation. See the picture below

According to the above figure, use the following formula to get the transformed fixed-point coordinates

Rect.prototype.getPoint = function(p){ var u2,v2,w2,u=p[0],v=p[1],w=p[2]; u2 = u * Math.cos(this.angleX) - v * Math.sin(this.angleX); v2 = u * Math.sin(this.angleX) + v * Math.cos(this.angleX); w2 = w; u = u2; v = v2; w = w2; u2 = u; v2 = v * Math.cos(this.angleZ) - w * Math.sin(this.angleZ); w2 = v * Math.sin(this.angleZ) + w * Math.cos(this.angleZ); u = u2; v = v2; w = w2; return [u2,v2,w2]; };
Copy after login

Finally, draw the rectangle based on the four fixed-point coordinates of the small rectangle,

Rect.prototype.draw = function(layer){ this.graphics.clear(); this.graphics.drawVertices(1,"#000000",[this.getPoint(this.pointA),this.getPoint(this.pointB),this.getPoint(this.pointC),this.getPoint(this.pointD)],true,this.color); };
Copy after login

where drawVertices is a method of the LGraphics class in the lufylegend.js library, which can draw a polygon based on the incoming fixed-point coordinates

array.

Finally, the complete code is given. There is very little code and a total of 91 lines of JS code.

1, index.html

    3D魔方 

loading……

Copy after login

2, Rect class

function Rect(pointA,pointB,pointC,pointD,angleX,angleZ,color){ base(this,LSprite,[]); this.pointZ=[(pointA[0]+pointB[0]+pointC[0]+pointD[0])/4,(pointA[1]+pointB[1]+pointC[1]+pointD[1])/4,(pointA[2]+pointB[2]+pointC[2]+pointD[2])/4]; this.z = this.pointZ[2]; this.pointA=pointA,this.pointB=pointB,this.pointC=pointC,this.pointD=pointD,this.angleX=angleX,this.angleZ=angleZ,this.color=color; } Rect.prototype.draw = function(layer){ this.graphics.clear(); this.graphics.drawVertices(1,"#000000",[this.getPoint(this.pointA),this.getPoint(this.pointB),this.getPoint(this.pointC),this.getPoint(this.pointD)],true,this.color); }; Rect.prototype.setAngle = function(a,b){ this.angleX = a; this.angleZ = b; this.z=this.getPoint(this.pointZ)[2]; }; Rect.prototype.getPoint = function(p){ var u2,v2,w2,u=p[0],v=p[1],w=p[2]; u2 = u * Math.cos(this.angleX) - v * Math.sin(this.angleX); v2 = u * Math.sin(this.angleX) + v * Math.cos(this.angleX); w2 = w; u = u2; v = v2; w = w2; u2 = u; v2 = v * Math.cos(this.angleZ) - w * Math.sin(this.angleZ); w2 = v * Math.sin(this.angleZ) + w * Math.cos(this.angleZ); u = u2; v = v2; w = w2; return [u2,v2,w2]; };
Copy after login

Three, Main.js

init(50,"mylegend",400,400,main); var a = 0,b=0,backLayer,step = 20,key = null; function main(){ backLayer = new LSprite(); addChild(backLayer); backLayer.x = 120,backLayer.y = 120; //后 for(var x=0;x<3;x++){ for(var y=0;y<3;y++){ z = 0; var rect = new Rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#FF4500"); backLayer.addChild(rect); } } //前 for(var x=0;x<3;x++){ for(var y=0;y<3;y++){ z = 3; var rect = new Rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#FF0000"); backLayer.addChild(rect); } } //上 for(var x=0;x<3;x++){ for(var z=0;z<3;z++){ y = 0; var rect = new Rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-3*step + y*2*step,-step + z*2*step],0,0,"#FFFFFF"); backLayer.addChild(rect); } } //下 for(var x=0;x<3;x++){ for(var z=0;z<3;z++){ y = 3; var rect = new Rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-step + x*2*step,-3*step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-3*step + y*2*step,-step + z*2*step],0,0,"#FFFF00"); backLayer.addChild(rect); } } //左 for(var y=0;y<3;y++){ for(var z=0;z<3;z++){ x = 0; var rect = new Rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-3*step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#008000"); backLayer.addChild(rect); } } //右 for(var y=0;y<3;y++){ for(var z=0;z<3;z++){ x = 3; var rect = new Rect([-3*step + x*2*step,-3*step + y*2*step,-3*step + z*2*step],[-3*step + x*2*step,-3*step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-step + z*2*step],[-3*step + x*2*step,-step + y*2*step,-3*step + z*2*step],0,0,"#0000FF"); backLayer.addChild(rect); } } backLayer.addEventListener(LEvent.ENTER_FRAME,onframe); } function onframe(){ a += 0.1 , b += 0.1; backLayer.childList = backLayer.childList.sort(function(a,b){return a.z - b.z;}); for(key in backLayer.childList){ backLayer.childList[key].setAngle(a,b); backLayer.childList[key].draw(backLayer); } }
Copy after login
I believe you have mastered the method after reading the case in this article. For more exciting information, please pay attention to other related articles on the php Chinese website!

Recommended reading:

spring mvc+localResizeIMG implements H5 image compression and upload

Detailed explanation of canvas drawing api usage

The above is the detailed content of H5 realizes rotating three-dimensional Rubik's cube. For more information, please follow other related articles on the PHP Chinese website!

Related labels:
source:php.cn
Statement of this Website
The content of this article is voluntarily contributed by netizens, and the copyright belongs to the original author. This site does not assume corresponding legal responsibility. If you find any content suspected of plagiarism or infringement, please contact admin@php.cn
Latest Downloads
More>
Web Effects
Website Source Code
Website Materials
Front End Template
About us Disclaimer Sitemap
php.cn:Public welfare online PHP training,Help PHP learners grow quickly!