📄 threejs-lesson-utils.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 9 |
📦 Imports | 1 |
📊 Variables & Constants | 32 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 manual/resources/threejs-lesson-utils.js
📦 Imports¶
Name | Source |
---|---|
OrbitControls |
../../examples/jsm/controls/OrbitControls.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
renderer |
any |
let/var | new THREE.WebGLRenderer( { canvas, alpha: true, antialias: true, powerPrefere... |
✗ |
canvas |
any |
let/var | renderer.domElement |
✗ |
width |
number |
let/var | canvas.clientWidth * this.pixelRatio \| 0 |
✗ |
height |
number |
let/var | canvas.clientHeight * this.pixelRatio \| 0 |
✗ |
needResize |
boolean |
let/var | canvas.width !== width \|\| canvas.height !== height |
✗ |
clearColor |
any |
let/var | new THREE.Color( '#000' ) |
✗ |
needsUpdate |
boolean |
let/var | true |
✗ |
rafRequestId |
any |
let/var | *not shown* |
✗ |
rafRunning |
any |
let/var | *not shown* |
✗ |
transform |
string |
let/var | translateY(${window.scrollY}px) |
✗ |
name |
any |
let/var | elem.dataset.diagram |
✗ |
info |
any |
let/var | diagrams[ name ] |
✗ |
scene |
any |
let/var | new THREE.Scene() |
✗ |
targetFOVDeg |
number |
let/var | 60 |
✗ |
aspect |
1 |
let/var | 1 |
✗ |
near |
0.1 |
let/var | 0.1 |
✗ |
far |
50 |
let/var | 50 |
✗ |
camera |
any |
let/var | new THREE.PerspectiveCamera( targetFOVDeg, aspect, near, far ) |
✗ |
root |
any |
let/var | new THREE.Object3D() |
✗ |
renderInfo |
{ pixelRatio: any; camera: any; scene... |
let/var | { pixelRatio: this.pixelRatio, camera, scene, root, renderer: this.renderer, ... |
✗ |
promise |
Promise<any> |
let/var | ( obj3D instanceof Promise ) ? obj3D : Promise.resolve( obj3D ) |
✗ |
updateFunctions |
any[] |
let/var | [] |
✗ |
resizeFunctions |
any[] |
let/var | [] |
✗ |
settings |
{ lights: boolean; trackball: boolean... |
let/var | { lights: true, trackball: true, // resize(renderInfo) { // }, // update(time... |
✗ |
info |
any |
let/var | result instanceof THREE.Object3D ? { obj3D: result, } : result |
✗ |
controls |
OrbitControls |
let/var | new OrbitControls( camera, elem ) |
✗ |
light |
any |
let/var | new THREE.DirectionalLight( 0xffffff, 1 ) |
✗ |
oldWidth |
number |
let/var | - 1 |
✗ |
oldHeight |
number |
let/var | - 1 |
✗ |
aspect |
number |
let/var | renderInfo.width / renderInfo.height |
✗ |
fovDeg |
any |
let/var | aspect >= 1 ? targetFOVDeg : THREE.MathUtils.radToDeg( 2 * Math.atan( Math.ta... |
✗ |
threejsLessonUtils |
{ _afterPrettifyFuncs: any[]; init(op... |
let/var | { _afterPrettifyFuncs: [], init( options = { threejsOptions: {} } ) { if ( th... |
✓ |
Functions¶
resizeRendererToDisplaySize(renderer: any): boolean
¶
Parameters:
renderer
any
Returns: boolean
Calls:
renderer.setSize
Code
( renderer ) => {
const canvas = renderer.domElement;
const width = canvas.clientWidth * this.pixelRatio | 0;
const height = canvas.clientHeight * this.pixelRatio | 0;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
render(time: any): void
¶
Parameters:
time
any
Returns: void
Calls:
resizeRendererToDisplaySize
renderer.setScissorTest
renderer.setClearColor
renderer.clear
this.elementsOnScreen.forEach
this.elemToRenderFuncMap.get
fn
startRAFLoop
Internal Comments:
// only update if we drew last time
// so the browser will not recomposite the page
// of nothing is being drawn.
// maybe there is another way. Originally I used `position: fixed` (x2)
// but the problem is if we can't render as fast as the browser (x2)
// scrolls then our shapes lag. 1 or 2 frames of lag isn't too (x2)
// horrible but iOS would often been 1/2 a second or worse. (x2)
// By doing it this way the canvas will scroll which means the (x2)
// worse that happens is part of the shapes scrolling on don't (x2)
// get drawn for a few frames but the shapes that are on the screen (x2)
// scroll perfectly. (x2)
// (x2)
// I'm using `transform` on the voodoo that it doesn't affect (x2)
// layout as much as `top` since AFAIK setting `top` is in (x2)
// the flow but `transform` is not though thinking about it (x2)
// the given we're `position: absolute` maybe there's no difference? (x2)
Code
( time ) => {
rafRequestId = undefined;
time *= 0.001;
const resized = resizeRendererToDisplaySize( renderer );
// only update if we drew last time
// so the browser will not recomposite the page
// of nothing is being drawn.
if ( needsUpdate ) {
needsUpdate = false;
renderer.setScissorTest( false );
renderer.setClearColor( clearColor, 0 );
renderer.clear( true, true );
renderer.setScissorTest( true );
}
this.elementsOnScreen.forEach( elem => {
const fn = this.elemToRenderFuncMap.get( elem );
const wasRendered = fn( renderer, time, resized );
needsUpdate = needsUpdate || wasRendered;
} );
if ( needsUpdate ) {
// maybe there is another way. Originally I used `position: fixed`
// but the problem is if we can't render as fast as the browser
// scrolls then our shapes lag. 1 or 2 frames of lag isn't too
// horrible but iOS would often been 1/2 a second or worse.
// By doing it this way the canvas will scroll which means the
// worse that happens is part of the shapes scrolling on don't
// get drawn for a few frames but the shapes that are on the screen
// scroll perfectly.
//
// I'm using `transform` on the voodoo that it doesn't affect
// layout as much as `top` since AFAIK setting `top` is in
// the flow but `transform` is not though thinking about it
// the given we're `position: absolute` maybe there's no difference?
const transform = `translateY(${window.scrollY}px)`;
renderer.domElement.style.transform = transform;
}
if ( rafRunning ) {
startRAFLoop();
}
}
startRAFLoop(): void
¶
Returns: void
Calls:
requestAnimationFrame
Code
render(renderer: any, time: any): boolean
¶
Parameters:
renderer
any
time
any
Returns: boolean
Calls:
elem.getBoundingClientRect
resizeFunctions.forEach
fn
updateFunctions.forEach
THREE.MathUtils.radToDeg
Math.atan
Math.tan
THREE.MathUtils.degToRad
camera.updateProjectionMatrix
renderer.setViewport
renderer.setScissor
settings.render
Code
( renderer, time ) => {
root.rotation.x = time * .1;
root.rotation.y = time * .11;
const rect = elem.getBoundingClientRect();
if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
return false;
}
renderInfo.width = rect.width * this.pixelRatio;
renderInfo.height = rect.height * this.pixelRatio;
renderInfo.left = rect.left * this.pixelRatio;
renderInfo.bottom = ( renderer.domElement.clientHeight - rect.bottom ) * this.pixelRatio;
if ( renderInfo.width !== oldWidth || renderInfo.height !== oldHeight ) {
oldWidth = renderInfo.width;
oldHeight = renderInfo.height;
resizeFunctions.forEach( fn => fn( renderInfo ) );
}
updateFunctions.forEach( fn => fn( time, renderInfo ) );
const aspect = renderInfo.width / renderInfo.height;
const fovDeg = aspect >= 1
? targetFOVDeg
: THREE.MathUtils.radToDeg( 2 * Math.atan( Math.tan( THREE.MathUtils.degToRad( targetFOVDeg ) * .5 ) / aspect ) );
camera.fov = fovDeg;
camera.aspect = aspect;
camera.updateProjectionMatrix();
renderer.setViewport( renderInfo.left, renderInfo.bottom, renderInfo.width, renderInfo.height );
renderer.setScissor( renderInfo.left, renderInfo.bottom, renderInfo.width, renderInfo.height );
settings.render( renderInfo );
return true;
}
init(options: { threejsOptions: {}; }): void
¶
Parameters:
options
{ threejsOptions: {}; }
Returns: void
Calls:
document.createElement
document.body.appendChild
renderer.setSize
resizeRendererToDisplaySize
renderer.setScissorTest
renderer.setClearColor
renderer.clear
this.elementsOnScreen.forEach
this.elemToRenderFuncMap.get
fn
startRAFLoop
requestAnimationFrame
entries.forEach
this.elementsOnScreen.add
this.elementsOnScreen.delete
Internal Comments:
// only update if we drew last time
// so the browser will not recomposite the page
// of nothing is being drawn.
// maybe there is another way. Originally I used `position: fixed` (x2)
// but the problem is if we can't render as fast as the browser (x2)
// scrolls then our shapes lag. 1 or 2 frames of lag isn't too (x2)
// horrible but iOS would often been 1/2 a second or worse. (x2)
// By doing it this way the canvas will scroll which means the (x2)
// worse that happens is part of the shapes scrolling on don't (x2)
// get drawn for a few frames but the shapes that are on the screen (x2)
// scroll perfectly. (x2)
// (x2)
// I'm using `transform` on the voodoo that it doesn't affect (x2)
// layout as much as `top` since AFAIK setting `top` is in (x2)
// the flow but `transform` is not though thinking about it (x2)
// the given we're `position: absolute` maybe there's no difference? (x2)
Code
init( options = { threejsOptions: {} } ) {
if ( this.renderer ) {
return;
}
const canvas = document.createElement( 'canvas' );
canvas.id = 'c';
document.body.appendChild( canvas );
const renderer = new THREE.WebGLRenderer( {
canvas,
alpha: true,
antialias: true,
powerPreference: 'low-power',
...options.threejsOptions,
} );
this.pixelRatio = window.devicePixelRatio;
this.renderer = renderer;
this.elemToRenderFuncMap = new Map();
const resizeRendererToDisplaySize = ( renderer ) => {
const canvas = renderer.domElement;
const width = canvas.clientWidth * this.pixelRatio | 0;
const height = canvas.clientHeight * this.pixelRatio | 0;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
};
const clearColor = new THREE.Color( '#000' );
let needsUpdate = true;
let rafRequestId;
let rafRunning;
const render = ( time ) => {
rafRequestId = undefined;
time *= 0.001;
const resized = resizeRendererToDisplaySize( renderer );
// only update if we drew last time
// so the browser will not recomposite the page
// of nothing is being drawn.
if ( needsUpdate ) {
needsUpdate = false;
renderer.setScissorTest( false );
renderer.setClearColor( clearColor, 0 );
renderer.clear( true, true );
renderer.setScissorTest( true );
}
this.elementsOnScreen.forEach( elem => {
const fn = this.elemToRenderFuncMap.get( elem );
const wasRendered = fn( renderer, time, resized );
needsUpdate = needsUpdate || wasRendered;
} );
if ( needsUpdate ) {
// maybe there is another way. Originally I used `position: fixed`
// but the problem is if we can't render as fast as the browser
// scrolls then our shapes lag. 1 or 2 frames of lag isn't too
// horrible but iOS would often been 1/2 a second or worse.
// By doing it this way the canvas will scroll which means the
// worse that happens is part of the shapes scrolling on don't
// get drawn for a few frames but the shapes that are on the screen
// scroll perfectly.
//
// I'm using `transform` on the voodoo that it doesn't affect
// layout as much as `top` since AFAIK setting `top` is in
// the flow but `transform` is not though thinking about it
// the given we're `position: absolute` maybe there's no difference?
const transform = `translateY(${window.scrollY}px)`;
renderer.domElement.style.transform = transform;
}
if ( rafRunning ) {
startRAFLoop();
}
};
function startRAFLoop() {
rafRunning = true;
if ( ! rafRequestId ) {
rafRequestId = requestAnimationFrame( render );
}
}
this.elementsOnScreen = new Set();
this.intersectionObserver = new IntersectionObserver( ( entries ) => {
entries.forEach( entry => {
if ( entry.isIntersecting ) {
this.elementsOnScreen.add( entry.target );
} else {
this.elementsOnScreen.delete( entry.target );
}
// Each entry describes an intersection change for one observed
// target element:
// entry.boundingClientRect
// entry.intersectionRatio
// entry.intersectionRect
// entry.isIntersecting
// entry.rootBounds
// entry.target
// entry.time
} );
if ( this.elementsOnScreen.size > 0 ) {
startRAFLoop();
} else {
rafRunning = false;
}
} );
}
addDiagrams(diagrams: any): void
¶
Parameters:
diagrams
any
Returns: void
Calls:
[ ...document.querySelectorAll( '[data-diagram]' ) ].forEach
document.querySelectorAll
this.addDiagram
Code
addDiagram(elem: any, info: any): void
¶
Parameters:
elem
any
info
any
Returns: void
Calls:
this.init
scene.add
info.create
Promise.resolve
renderInfo.renderer.render
promise.then
root.add
updateFunctions.push
resizeFunctions.push
Object.assign
elem.removeAttribute
controls.update.bind
camera.add
light.position.set
elem.getBoundingClientRect
resizeFunctions.forEach
fn
updateFunctions.forEach
THREE.MathUtils.radToDeg
Math.atan
Math.tan
THREE.MathUtils.degToRad
camera.updateProjectionMatrix
renderer.setViewport
renderer.setScissor
settings.render
this.intersectionObserver.observe
this.elemToRenderFuncMap.set
Internal Comments:
// resize(renderInfo) { (x2)
// }, (x4)
// update(time, renderInfo) { (x2)
//resizeFunctions.push(controls.handleResize.bind(controls)); (x4)
// add the lights as children of the camera.
// this is because TrackballControls move the camera.
// We really want to rotate the object itself but there's no
// controls for that so we fake it by putting all the lights
// on the camera so they move with it.
Code
addDiagram( elem, info ) {
this.init();
const scene = new THREE.Scene();
let targetFOVDeg = 60;
const aspect = 1;
const near = 0.1;
const far = 50;
let camera = new THREE.PerspectiveCamera( targetFOVDeg, aspect, near, far );
camera.position.z = 15;
scene.add( camera );
const root = new THREE.Object3D();
scene.add( root );
const renderInfo = {
pixelRatio: this.pixelRatio,
camera,
scene,
root,
renderer: this.renderer,
elem,
};
const obj3D = info.create( { scene, camera, renderInfo } );
const promise = ( obj3D instanceof Promise ) ? obj3D : Promise.resolve( obj3D );
const updateFunctions = [];
const resizeFunctions = [];
const settings = {
lights: true,
trackball: true,
// resize(renderInfo) {
// },
// update(time, renderInfo) {
// },
render( renderInfo ) {
renderInfo.renderer.render( renderInfo.scene, renderInfo.camera );
},
};
promise.then( ( result ) => {
const info = result instanceof THREE.Object3D ? {
obj3D: result,
} : result;
if ( info.obj3D ) {
root.add( info.obj3D );
}
if ( info.update ) {
updateFunctions.push( info.update );
}
if ( info.resize ) {
resizeFunctions.push( info.resize );
}
if ( info.camera ) {
camera = info.camera;
renderInfo.camera = camera;
}
Object.assign( settings, info );
targetFOVDeg = camera.fov;
if ( settings.trackball !== false ) {
const controls = new OrbitControls( camera, elem );
controls.rotateSpeed = 1 / 6;
controls.enableZoom = false;
controls.enablePan = false;
elem.removeAttribute( 'tabIndex' );
//resizeFunctions.push(controls.handleResize.bind(controls));
updateFunctions.push( controls.update.bind( controls ) );
}
// add the lights as children of the camera.
// this is because TrackballControls move the camera.
// We really want to rotate the object itself but there's no
// controls for that so we fake it by putting all the lights
// on the camera so they move with it.
if ( settings.lights !== false ) {
camera.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444, .5 ) );
const light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( - 1, 2, 4 - 15 );
camera.add( light );
}
} );
let oldWidth = - 1;
let oldHeight = - 1;
const render = ( renderer, time ) => {
root.rotation.x = time * .1;
root.rotation.y = time * .11;
const rect = elem.getBoundingClientRect();
if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
return false;
}
renderInfo.width = rect.width * this.pixelRatio;
renderInfo.height = rect.height * this.pixelRatio;
renderInfo.left = rect.left * this.pixelRatio;
renderInfo.bottom = ( renderer.domElement.clientHeight - rect.bottom ) * this.pixelRatio;
if ( renderInfo.width !== oldWidth || renderInfo.height !== oldHeight ) {
oldWidth = renderInfo.width;
oldHeight = renderInfo.height;
resizeFunctions.forEach( fn => fn( renderInfo ) );
}
updateFunctions.forEach( fn => fn( time, renderInfo ) );
const aspect = renderInfo.width / renderInfo.height;
const fovDeg = aspect >= 1
? targetFOVDeg
: THREE.MathUtils.radToDeg( 2 * Math.atan( Math.tan( THREE.MathUtils.degToRad( targetFOVDeg ) * .5 ) / aspect ) );
camera.fov = fovDeg;
camera.aspect = aspect;
camera.updateProjectionMatrix();
renderer.setViewport( renderInfo.left, renderInfo.bottom, renderInfo.width, renderInfo.height );
renderer.setScissor( renderInfo.left, renderInfo.bottom, renderInfo.width, renderInfo.height );
settings.render( renderInfo );
return true;
};
this.intersectionObserver.observe( elem );
this.elemToRenderFuncMap.set( elem, render );
}
onAfterPrettify(fn: any): void
¶
Parameters:
fn
any
Returns: void
Calls:
this._afterPrettifyFuncs.push
afterPrettify(): void
¶
Returns: void
Calls:
this._afterPrettifyFuncs.forEach
fn