HTML橙色爱心

简介: HTML橙色爱心


写在前面

本期小编给大家分享一颗热烈且浪漫的爱心,快来看看吧!

准备开始

在开始之前,我们需要先简单的了解一下这颗爱心的原理哦~


本期将用html实现这颗跳动的爱心,我们先从html开始吧!


HTML(HyperText Markup Language)是一种用于创建网页结构和内容的标记语言。它是Web开发中最基本的技术之一,用于描述和组织网页的内容。


HTML最初由Tim Berners-Lee于1991年创造,作为一种用于共享科学研究成果的标准化形式。HTML使用标记(tag)来定义文本的结构和语义,并将其呈现为具有超链接的富文本文档。通过使用标记、元素和属性,HTML可以定义文本的标题、段落、列表、表格和图像等内容。


HTML是一种使用尖括号包围的标签语言。标签通常由一个起始标签(opening tag)和一个结束标签(closing tag)组成,两个标签之间的内容表示要被标记的文本。起始标签和结束标签可以包含属性,用于进一步定义和修饰标记的行为和外观。


在HTML中,元素是由标签组成的,可以包含文本、其他元素或者二者的组合。最常见的HTML元素包括标题元素(如<h1>到<h6>)、段落元素(如<p>)、列表元素(如<ul>和<li>)和超链接元素(如<a>)。通过嵌套和组合这些元素,可以创建出复杂的网页结构。


HTML标记还可以使用属性来进一步定义和修饰元素。属性提供了关于元素的额外信息,如元素的尺寸、颜色或布局等。常见的HTML属性包括id(标识元素的唯一标识符),class(用于将元素分组或应用样式)和style(内联样式)等。


HTML是一种层次结构的语言,文档的整体结构由多个元素组成,可以组织成树状结构。通常使用<html>元素作为根元素,它包含<head>元素和<body>元素。<head>元素用于定义文档的元数据,如标题和链接,而<body>元素包含实际的内容。


HTML可以通过文本编辑器编写,并在Web浏览器中进行查看。一旦HTML文档完成,可以通过将其保存成.html文件并在浏览器中打开来实现呈现。浏览器将解析HTML代码并显示其内容,呈现为用户可见的网页。


虽然HTML本身具有一定的格式和样式,但它通常与CSS(Cascading Style Sheets)和JavaScript等技术一起使用,以实现更丰富和交互式的网页效果。CSS用于定义网页的样式和布局,而JavaScript用于添加交互性和动态效果。


总之,HTML是用于创建Web内容的基本技术之一,它定义了网页的结构和内容。通过使用标记、元素和属性,可以创建出具有超链接和富文本特性的网页。与CSS和JavaScript等技术结合使用,HTML可以实现更丰富和交互式的网页效果。

完整代码

<!DOCTYPE html>
<html lang="en">
 
<head>
  <meta charset="UTF-8">
  <title>跳动的爱心</title>
</head>
 
<body>
 
  <script src='./js/three.min.js'></script>
  <script src='./js/TrackballControls.js'></script>
  <script src='./js/simplex-noise.js'></script>
  <script src='./js/OBJLoader.js'></script>
  <script src='./js/gsap.min.js'></script>
  <script src="./js/script.js"></script>
 
 
  <script>
 
 
    (function () {
      const _face = new THREE.Triangle();
 
      const _color = new THREE.Vector3();
 
      class MeshSurfaceSampler {
 
        constructor(mesh) {
 
          let geometry = mesh.geometry;
 
          if (!geometry.isBufferGeometry || geometry.attributes.position.itemSize !== 3) {
 
            throw new Error('THREE.MeshSurfaceSampler: Requires BufferGeometry triangle mesh.');
 
          }
 
          if (geometry.index) {
 
            console.warn('THREE.MeshSurfaceSampler: Converting geometry to non-indexed BufferGeometry.');
            geometry = geometry.toNonIndexed();
 
          }
 
          this.geometry = geometry;
          this.randomFunction = Math.random;
          this.positionAttribute = this.geometry.getAttribute('position');
          this.colorAttribute = this.geometry.getAttribute('color');
          this.weightAttribute = null;
          this.distribution = null;
 
        }
 
        setWeightAttribute(name) {
 
          this.weightAttribute = name ? this.geometry.getAttribute(name) : null;
          return this;
 
        }
 
        build() {
 
          const positionAttribute = this.positionAttribute;
          const weightAttribute = this.weightAttribute;
          const faceWeights = new Float32Array(positionAttribute.count / 3);
          for (let i = 0; i < positionAttribute.count; i += 3) {
 
            let faceWeight = 1;
 
            if (weightAttribute) {
 
              faceWeight = weightAttribute.getX(i) + weightAttribute.getX(i + 1) + weightAttribute.getX(i + 2);
 
            }
 
            _face.a.fromBufferAttribute(positionAttribute, i);
 
            _face.b.fromBufferAttribute(positionAttribute, i + 1);
 
            _face.c.fromBufferAttribute(positionAttribute, i + 2);
 
            faceWeight *= _face.getArea();
            faceWeights[i / 3] = faceWeight;
 
          }
 
          this.distribution = new Float32Array(positionAttribute.count / 3);
          let cumulativeTotal = 0;
 
          for (let i = 0; i < faceWeights.length; i++) {
 
            cumulativeTotal += faceWeights[i];
            this.distribution[i] = cumulativeTotal;
 
          }
 
          return this;
 
        }
 
        setRandomGenerator(randomFunction) {
 
          this.randomFunction = randomFunction;
          return this;
 
        }
 
        sample(targetPosition, targetNormal, targetColor) {
 
          const cumulativeTotal = this.distribution[this.distribution.length - 1];
          const faceIndex = this.binarySearch(this.randomFunction() * cumulativeTotal);
          return this.sampleFace(faceIndex, targetPosition, targetNormal, targetColor);
 
        }
 
        binarySearch(x) {
 
          const dist = this.distribution;
          let start = 0;
          let end = dist.length - 1;
          let index = - 1;
 
          while (start <= end) {
 
            const mid = Math.ceil((start + end) / 2);
 
            if (mid === 0 || dist[mid - 1] <= x && dist[mid] > x) {
 
              index = mid;
              break;
 
            } else if (x < dist[mid]) {
 
              end = mid - 1;
 
            } else {
 
              start = mid + 1;
 
            }
 
          }
 
          return index;
 
        }
 
        sampleFace(faceIndex, targetPosition, targetNormal, targetColor) {
 
          let u = this.randomFunction();
          let v = this.randomFunction();
 
          if (u + v > 1) {
 
            u = 1 - u;
            v = 1 - v;
 
          }
 
          _face.a.fromBufferAttribute(this.positionAttribute, faceIndex * 3);
 
          _face.b.fromBufferAttribute(this.positionAttribute, faceIndex * 3 + 1);
 
          _face.c.fromBufferAttribute(this.positionAttribute, faceIndex * 3 + 2);
 
          targetPosition.set(0, 0, 0).addScaledVector(_face.a, u).addScaledVector(_face.b, v).addScaledVector(_face.c, 1 - (u + v));
 
          if (targetNormal !== undefined) {
 
            _face.getNormal(targetNormal);
 
          }
 
          if (targetColor !== undefined && this.colorAttribute !== undefined) {
 
            _face.a.fromBufferAttribute(this.colorAttribute, faceIndex * 3);
 
            _face.b.fromBufferAttribute(this.colorAttribute, faceIndex * 3 + 1);
 
            _face.c.fromBufferAttribute(this.colorAttribute, faceIndex * 3 + 2);
 
            _color.set(0, 0, 0).addScaledVector(_face.a, u).addScaledVector(_face.b, v).addScaledVector(_face.c, 1 - (u + v));
 
            targetColor.r = _color.x;
            targetColor.g = _color.y;
            targetColor.b = _color.z;
          }
          return this;
 
        }
 
      }
 
      THREE.MeshSurfaceSampler = MeshSurfaceSampler;
 
    })();
 
  </script>
  <script>
    (function () {
 
      const _object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference
 
      const _material_library_pattern = /^mtllib /; // usemtl material_name
 
      const _material_use_pattern = /^usemtl /; // usemap map_name
 
      const _map_use_pattern = /^usemap /;
 
      const _vA = new THREE.Vector3();
 
      const _vB = new THREE.Vector3();
 
      const _vC = new THREE.Vector3();
 
      const _ab = new THREE.Vector3();
 
      const _cb = new THREE.Vector3();
 
      function ParserState() {
 
        const state = {
          objects: [],
          object: {},
          vertices: [],
          normals: [],
          colors: [],
          uvs: [],
          materials: {},
          materialLibraries: [],
          startObject: function (name, fromDeclaration) {
 
            if (this.object && this.object.fromDeclaration === false) {
 
              this.object.name = name;
              this.object.fromDeclaration = fromDeclaration !== false;
              return;
 
            }
 
            const previousMaterial = this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined;
 
            if (this.object && typeof this.object._finalize === 'function') {
 
              this.object._finalize(true);
 
            }
 
            this.object = {
              name: name || '',
              fromDeclaration: fromDeclaration !== false,
              geometry: {
                vertices: [],
                normals: [],
                colors: [],
                uvs: [],
                hasUVIndices: false
              },
              materials: [],
              smooth: true,
              startMaterial: function (name, libraries) {
 
                const previous = this._finalize(false);
 
 
                if (previous && (previous.inherited || previous.groupCount <= 0)) {
 
                  this.materials.splice(previous.index, 1);
 
                }
 
                const material = {
                  index: this.materials.length,
                  name: name || '',
                  mtllib: Array.isArray(libraries) && libraries.length > 0 ? libraries[libraries.length - 1] : '',
                  smooth: previous !== undefined ? previous.smooth : this.smooth,
                  groupStart: previous !== undefined ? previous.groupEnd : 0,
                  groupEnd: - 1,
                  groupCount: - 1,
                  inherited: false,
                  clone: function (index) {
 
                    const cloned = {
                      index: typeof index === 'number' ? index : this.index,
                      name: this.name,
                      mtllib: this.mtllib,
                      smooth: this.smooth,
                      groupStart: 0,
                      groupEnd: - 1,
                      groupCount: - 1,
                      inherited: false
                    };
                    cloned.clone = this.clone.bind(cloned);
                    return cloned;
 
                  }
                };
                this.materials.push(material);
                return material;
 
              },
              currentMaterial: function () {
 
                if (this.materials.length > 0) {
 
                  return this.materials[this.materials.length - 1];
 
                }
 
                return undefined;
 
              },
              _finalize: function (end) {
 
                const lastMultiMaterial = this.currentMaterial();
 
                if (lastMultiMaterial && lastMultiMaterial.groupEnd === - 1) {
 
                  lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
                  lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
                  lastMultiMaterial.inherited = false;
 
                }
 
 
                if (end && this.materials.length > 1) {
 
                  for (let mi = this.materials.length - 1; mi >= 0; mi--) {
 
                    if (this.materials[mi].groupCount <= 0) {
 
                      this.materials.splice(mi, 1);
 
                    }
 
                  }
 
                }
 
 
                if (end && this.materials.length === 0) {
 
                  this.materials.push({
                    name: '',
                    smooth: this.smooth
                  });
 
                }
 
                return lastMultiMaterial;
 
              }
            };
 
            if (previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function') {
 
              const declared = previousMaterial.clone(0);
              declared.inherited = true;
              this.object.materials.push(declared);
 
            }
 
            this.objects.push(this.object);
 
          },
          finalize: function () {
 
            if (this.object && typeof this.object._finalize === 'function') {
 
              this.object._finalize(true);
 
            }
 
          },
          parseVertexIndex: function (value, len) {
 
            const index = parseInt(value, 10);
            return (index >= 0 ? index - 1 : index + len / 3) * 3;
 
          },
          parseNormalIndex: function (value, len) {
 
            const index = parseInt(value, 10);
            return (index >= 0 ? index - 1 : index + len / 3) * 3;
 
          },
          parseUVIndex: function (value, len) {
 
            const index = parseInt(value, 10);
            return (index >= 0 ? index - 1 : index + len / 2) * 2;
 
          },
          addVertex: function (a, b, c) {
 
            const src = this.vertices;
            const dst = this.object.geometry.vertices;
            dst.push(src[a + 0], src[a + 1], src[a + 2]);
            dst.push(src[b + 0], src[b + 1], src[b + 2]);
            dst.push(src[c + 0], src[c + 1], src[c + 2]);
 
          },
          addVertexPoint: function (a) {
 
            const src = this.vertices;
            const dst = this.object.geometry.vertices;
            dst.push(src[a + 0], src[a + 1], src[a + 2]);
 
          },
          addVertexLine: function (a) {
 
            const src = this.vertices;
            const dst = this.object.geometry.vertices;
            dst.push(src[a + 0], src[a + 1], src[a + 2]);
 
          },
          addNormal: function (a, b, c) {
 
            const src = this.normals;
            const dst = this.object.geometry.normals;
            dst.push(src[a + 0], src[a + 1], src[a + 2]);
            dst.push(src[b + 0], src[b + 1], src[b + 2]);
            dst.push(src[c + 0], src[c + 1], src[c + 2]);
 
          },
          addFaceNormal: function (a, b, c) {
 
            const src = this.vertices;
            const dst = this.object.geometry.normals;
 
            _vA.fromArray(src, a);
 
            _vB.fromArray(src, b);
 
            _vC.fromArray(src, c);
 
            _cb.subVectors(_vC, _vB);
 
            _ab.subVectors(_vA, _vB);
 
            _cb.cross(_ab);
 
            _cb.normalize();
 
            dst.push(_cb.x, _cb.y, _cb.z);
            dst.push(_cb.x, _cb.y, _cb.z);
            dst.push(_cb.x, _cb.y, _cb.z);
 
          },
          addColor: function (a, b, c) {
 
            const src = this.colors;
            const dst = this.object.geometry.colors;
            if (src[a] !== undefined) dst.push(src[a + 0], src[a + 1], src[a + 2]);
            if (src[b] !== undefined) dst.push(src[b + 0], src[b + 1], src[b + 2]);
            if (src[c] !== undefined) dst.push(src[c + 0], src[c + 1], src[c + 2]);
 
          },
          addUV: function (a, b, c) {
 
            const src = this.uvs;
            const dst = this.object.geometry.uvs;
            dst.push(src[a + 0], src[a + 1]);
            dst.push(src[b + 0], src[b + 1]);
            dst.push(src[c + 0], src[c + 1]);
 
          },
          addDefaultUV: function () {
 
            const dst = this.object.geometry.uvs;
            dst.push(0, 0);
            dst.push(0, 0);
            dst.push(0, 0);
 
          },
          addUVLine: function (a) {
 
            const src = this.uvs;
            const dst = this.object.geometry.uvs;
            dst.push(src[a + 0], src[a + 1]);
 
          },
          addFace: function (a, b, c, ua, ub, uc, na, nb, nc) {
 
            const vLen = this.vertices.length;
            let ia = this.parseVertexIndex(a, vLen);
            let ib = this.parseVertexIndex(b, vLen);
            let ic = this.parseVertexIndex(c, vLen);
            this.addVertex(ia, ib, ic);
            this.addColor(ia, ib, ic);
 
            if (na !== undefined && na !== '') {
 
              const nLen = this.normals.length;
              ia = this.parseNormalIndex(na, nLen);
              ib = this.parseNormalIndex(nb, nLen);
              ic = this.parseNormalIndex(nc, nLen);
              this.addNormal(ia, ib, ic);
 
            } else {
 
              this.addFaceNormal(ia, ib, ic);
 
            }
 
 
            if (ua !== undefined && ua !== '') {
 
              const uvLen = this.uvs.length;
              ia = this.parseUVIndex(ua, uvLen);
              ib = this.parseUVIndex(ub, uvLen);
              ic = this.parseUVIndex(uc, uvLen);
              this.addUV(ia, ib, ic);
              this.object.geometry.hasUVIndices = true;
 
            } else {
 
              this.addDefaultUV();
 
            }
 
          },
          addPointGeometry: function (vertices) {
 
            this.object.geometry.type = 'Points';
            const vLen = this.vertices.length;
 
            for (let vi = 0, l = vertices.length; vi < l; vi++) {
 
              const index = this.parseVertexIndex(vertices[vi], vLen);
              this.addVertexPoint(index);
              this.addColor(index);
 
            }
 
          },
          addLineGeometry: function (vertices, uvs) {
 
            this.object.geometry.type = 'Line';
            const vLen = this.vertices.length;
            const uvLen = this.uvs.length;
 
            for (let vi = 0, l = vertices.length; vi < l; vi++) {
 
              this.addVertexLine(this.parseVertexIndex(vertices[vi], vLen));
 
            }
 
            for (let uvi = 0, l = uvs.length; uvi < l; uvi++) {
 
              this.addUVLine(this.parseUVIndex(uvs[uvi], uvLen));
 
            }
 
          }
        };
        state.startObject('', false);
        return state;
 
      }
 
 
      class OBJLoader extends THREE.Loader {
 
        constructor(manager) {
 
          super(manager);
          this.materials = null;
 
        }
 
        load(url, onLoad, onProgress, onError) {
 
          const scope = this;
          const loader = new THREE.FileLoader(this.manager);
          loader.setPath(this.path);
          loader.setRequestHeader(this.requestHeader);
          loader.setWithCredentials(this.withCredentials);
          loader.load(url, function (text) {
 
            try {
 
              onLoad(scope.parse(text));
 
            } catch (e) {
 
              if (onError) {
 
                onError(e);
 
              } else {
 
                console.error(e);
 
              }
 
              scope.manager.itemError(url);
 
            }
 
          }, onProgress, onError);
 
        }
 
        setMaterials(materials) {
 
          this.materials = materials;
          return this;
 
        }
 
        parse(text) {
 
          const state = new ParserState();
 
          if (text.indexOf('\r\n') !== - 1) {
 
            text = text.replace(/\r\n/g, '\n');
 
          }
 
          if (text.indexOf('\\\n') !== - 1) {
 
            text = text.replace(/\\\n/g, '');
 
          }
 
          const lines = text.split('\n');
          let line = '',
            lineFirstChar = '';
          let lineLength = 0;
          let result = [];
 
          const trimLeft = typeof ''.trimLeft === 'function';
 
          for (let i = 0, l = lines.length; i < l; i++) {
 
            line = lines[i];
            line = trimLeft ? line.trimLeft() : line.trim();
            lineLength = line.length;
            if (lineLength === 0) continue;
            lineFirstChar = line.charAt(0);
 
            if (lineFirstChar === '#') continue;
 
            if (lineFirstChar === 'v') {
 
              const data = line.split(/\s+/);
 
              switch (data[0]) {
 
                case 'v':
                  state.vertices.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3]));
 
                  if (data.length >= 7) {
 
                    state.colors.push(parseFloat(data[4]), parseFloat(data[5]), parseFloat(data[6]));
 
                  } else {
 
                    state.colors.push(undefined, undefined, undefined);
 
                  }
 
                  break;
 
                case 'vn':
                  state.normals.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3]));
                  break;
 
                case 'vt':
                  state.uvs.push(parseFloat(data[1]), parseFloat(data[2]));
                  break;
 
              }
 
            } else if (lineFirstChar === 'f') {
 
              const lineData = line.substr(1).trim();
              const vertexData = lineData.split(/\s+/);
              const faceVertices = [];
 
              for (let j = 0, jl = vertexData.length; j < jl; j++) {
 
                const vertex = vertexData[j];
 
                if (vertex.length > 0) {
 
                  const vertexParts = vertex.split('/');
                  faceVertices.push(vertexParts);
 
                }
 
              }
 
 
              const v1 = faceVertices[0];
 
              for (let j = 1, jl = faceVertices.length - 1; j < jl; j++) {
 
                const v2 = faceVertices[j];
                const v3 = faceVertices[j + 1];
                state.addFace(v1[0], v2[0], v3[0], v1[1], v2[1], v3[1], v1[2], v2[2], v3[2]);
 
              }
 
            } else if (lineFirstChar === 'l') {
 
              const lineParts = line.substring(1).trim().split(' ');
              let lineVertices = [];
              const lineUVs = [];
 
              if (line.indexOf('/') === - 1) {
 
                lineVertices = lineParts;
 
              } else {
 
                for (let li = 0, llen = lineParts.length; li < llen; li++) {
 
                  const parts = lineParts[li].split('/');
                  if (parts[0] !== '') lineVertices.push(parts[0]);
                  if (parts[1] !== '') lineUVs.push(parts[1]);
 
                }
 
              }
 
              state.addLineGeometry(lineVertices, lineUVs);
 
            } else if (lineFirstChar === 'p') {
 
              const lineData = line.substr(1).trim();
              const pointData = lineData.split(' ');
              state.addPointGeometry(pointData);
 
            } else if ((result = _object_pattern.exec(line)) !== null) {
 
              const name = (' ' + result[0].substr(1).trim()).substr(1);
              state.startObject(name);
 
            } else if (_material_use_pattern.test(line)) {
 
              state.object.startMaterial(line.substring(7).trim(), state.materialLibraries);
 
            } else if (_material_library_pattern.test(line)) {
 
              state.materialLibraries.push(line.substring(7).trim());
 
            } else if (_map_use_pattern.test(line)) {
 
              console.warn('THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.');
 
            } else if (lineFirstChar === 's') {
 
              result = line.split(' ');
 
              if (result.length > 1) {
 
                const value = result[1].trim().toLowerCase();
                state.object.smooth = value !== '0' && value !== 'off';
 
              } else {
 
                state.object.smooth = true;
 
              }
 
              const material = state.object.currentMaterial();
              if (material) material.smooth = state.object.smooth;
 
            } else {
 
              if (line === '\0') continue;
              console.warn('THREE.OBJLoader: Unexpected line: "' + line + '"');
 
            }
 
          }
 
          state.finalize();
          const container = new THREE.Group();
          container.materialLibraries = [].concat(state.materialLibraries);
          const hasPrimitives = !(state.objects.length === 1 && state.objects[0].geometry.vertices.length === 0);
 
          if (hasPrimitives === true) {
 
            for (let i = 0, l = state.objects.length; i < l; i++) {
 
              const object = state.objects[i];
              const geometry = object.geometry;
              const materials = object.materials;
              const isLine = geometry.type === 'Line';
              const isPoints = geometry.type === 'Points';
              let hasVertexColors = false;
 
              if (geometry.vertices.length === 0) continue;
              const buffergeometry = new THREE.BufferGeometry();
              buffergeometry.setAttribute('position', new THREE.Float32BufferAttribute(geometry.vertices, 3));
 
              if (geometry.normals.length > 0) {
 
                buffergeometry.setAttribute('normal', new THREE.Float32BufferAttribute(geometry.normals, 3));
 
              }
 
              if (geometry.colors.length > 0) {
 
                hasVertexColors = true;
                buffergeometry.setAttribute('color', new THREE.Float32BufferAttribute(geometry.colors, 3));
 
              }
 
              if (geometry.hasUVIndices === true) {
 
                buffergeometry.setAttribute('uv', new THREE.Float32BufferAttribute(geometry.uvs, 2));
 
              }
 
 
              const createdMaterials = [];
 
              for (let mi = 0, miLen = materials.length; mi < miLen; mi++) {
 
                const sourceMaterial = materials[mi];
                const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
                let material = state.materials[materialHash];
 
                if (this.materials !== null) {
 
                  material = this.materials.create(sourceMaterial.name);
 
                  if (isLine && material && !(material instanceof THREE.LineBasicMaterial)) {
 
                    const materialLine = new THREE.LineBasicMaterial();
                    THREE.Material.prototype.copy.call(materialLine, material);
                    materialLine.color.copy(material.color);
                    material = materialLine;
 
                  } else if (isPoints && material && !(material instanceof THREE.PointsMaterial)) {
 
                    const materialPoints = new THREE.PointsMaterial({
                      size: 10,
                      sizeAttenuation: false
                    });
                    THREE.Material.prototype.copy.call(materialPoints, material);
                    materialPoints.color.copy(material.color);
                    materialPoints.map = material.map;
                    material = materialPoints;
 
                  }
 
                }
 
                if (material === undefined) {
 
                  if (isLine) {
 
                    material = new THREE.LineBasicMaterial();
 
                  } else if (isPoints) {
 
                    material = new THREE.PointsMaterial({
                      size: 1,
                      sizeAttenuation: false
                    });
 
                  } else {
 
                    material = new THREE.MeshPhongMaterial();
 
                  }
 
                  material.name = sourceMaterial.name;
                  material.flatShading = sourceMaterial.smooth ? false : true;
                  material.vertexColors = hasVertexColors;
                  state.materials[materialHash] = material;
 
                }
 
                createdMaterials.push(material);
 
              }
 
 
              let mesh;
 
              if (createdMaterials.length > 1) {
 
                for (let mi = 0, miLen = materials.length; mi < miLen; mi++) {
 
                  const sourceMaterial = materials[mi];
                  buffergeometry.addGroup(sourceMaterial.groupStart, sourceMaterial.groupCount, mi);
 
                }
 
                if (isLine) {
 
                  mesh = new THREE.LineSegments(buffergeometry, createdMaterials);
 
                } else if (isPoints) {
 
                  mesh = new THREE.Points(buffergeometry, createdMaterials);
 
                } else {
 
                  mesh = new THREE.Mesh(buffergeometry, createdMaterials);
 
                }
 
              } else {
 
                if (isLine) {
 
                  mesh = new THREE.LineSegments(buffergeometry, createdMaterials[0]);
 
                } else if (isPoints) {
 
                  mesh = new THREE.Points(buffergeometry, createdMaterials[0]);
 
                } else {
 
                  mesh = new THREE.Mesh(buffergeometry, createdMaterials[0]);
 
                }
 
              }
 
              mesh.name = object.name;
              container.add(mesh);
 
            }
 
          } else {
 
            if (state.vertices.length > 0) {
 
              const material = new THREE.PointsMaterial({
                size: 1,
                sizeAttenuation: false
              });
              const buffergeometry = new THREE.BufferGeometry();
              buffergeometry.setAttribute('position', new THREE.Float32BufferAttribute(state.vertices, 3));
 
              if (state.colors.length > 0 && state.colors[0] !== undefined) {
 
                buffergeometry.setAttribute('color', new THREE.Float32BufferAttribute(state.colors, 3));
                material.vertexColors = true;
 
              }
 
              const points = new THREE.Points(buffergeometry, material);
              container.add(points);
 
            }
 
          }
 
          return container;
 
        }
 
      }
 
      THREE.OBJLoader = OBJLoader;
 
    })();
 
  </script>
 
 
 
</body>
 
</html>

运行结果

写在后面

我是一只有趣的兔子,感谢你的喜欢!

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