HTML橙色爱心

news2024/9/23 7:30:57

图片

目录

写在前面

准备开始

完整代码

运行结果

系列文章

写在后面


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

图片

系列文章

序号目录直达链接
1HTML实现3D相册https://want595.blog.csdn.net/article/details/138652869
2HTML元素周期表https://want595.blog.csdn.net/article/details/138653653
3HTML黑客帝国字母雨https://want595.blog.csdn.net/article/details/138654054
4HTML五彩缤纷的爱心https://want595.blog.csdn.net/article/details/138654581
5HTML飘落的花瓣https://want595.blog.csdn.net/article/details/138785324
6HTML哆啦A梦https://want595.blog.csdn.net/article/details/138834877
7HTML爱情树https://want595.blog.csdn.net/article/details/139009594
8HTML新春烟花盛宴https://want595.blog.csdn.net/article/details/139102775
9HTML想见你https://want595.blog.csdn.net/article/details/139135677
10HTML蓝色爱心https://want595.blog.csdn.net/article/details/139136334
11HTML跳动的爱心https://want595.blog.csdn.net/article/details/139137326
12HTML橙色爱心https://want595.blog.csdn.net/article/details/139139511
13HTML大雪纷飞https://want595.blog.csdn.net/article/details/139136829
14
15
16
17
18
19
20
21
22
23
24
25
26
27

写在后面

我是一只有趣的兔子,感谢你的喜欢!

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.coloradmin.cn/o/1698629.html

如若内容造成侵权/违法违规/事实不符,请联系多彩编程网进行投诉反馈,一经查实,立即删除!

相关文章

5.26机器人基础-空间描述和变换-总结

非目录 方便我找 重点 逆解 位姿矩阵的几何意义 实际坐标需要除以比例因子才能得到 比例因子的好处&#xff1a;在计算机的储存更加简单方便&#xff0c;例如x,y,x原先很大时&#xff0c;等比例改变 位姿坐标的齐次变换&#xff1a;左乘齐次坐标 从端点到末端&#xff0c…

rtthread 堆空间申请

#define HEAP_BEGIN (&Image$$RW_IRAM1$$ZI$$Limit) //定义堆开始的地址 程序仿真查看 begin_align rw_size; 堆开始地址 最大栈地址 堆的结束地址 ram1最大地址&#xff0c;128kbytes 处。 上述就是rtthread 申请的堆空间大小。

民国漫画杂志《时代漫画》第25期.PDF

时代漫画25.PDF: https://url03.ctfile.com/f/1779803-1248635084-fd4794?p9586 (访问密码: 9586) 《时代漫画》的杂志在1934年诞生了&#xff0c;截止1937年6月战争来临被迫停刊共发行了39期。 ps: 资源来源网络!

【数据结构(邓俊辉)学习笔记】图01——图的表示与实现

文章目录 1. 概述1.1 邻接 关联1.2 无向 有向1.3 路径 环路 2. 邻接矩阵2.1 接口2.2 邻接矩阵 关联矩阵2.3 实例2.4 顶点和边2.5 邻接矩阵2.6 顶点静态操作2.7 边操作2.7 顶点动态操作2.8 综合评价 1. 概述 1.1 邻接 关联 相对于此前的线性以及半线性结构&#xff0c;图…

【Python】 XGBoost模型的使用案例及原理解析

原谅把你带走的雨天 在渐渐模糊的窗前 每个人最后都要说再见 原谅被你带走的永远 微笑着容易过一天 也许是我已经 老了一点 那些日子你会不会舍不得 思念就像关不紧的门 空气里有幸福的灰尘 否则为何闭上眼睛的时候 又全都想起了 谁都别说 让我一个人躲一躲 你的承诺 我竟然没怀…

内存函数详解,包含部分字符串函数

目录 一&#xff0c;memcpy内存函数的介绍 二memmove函数的介绍 三&#xff0c;memset的函数使用 四&#xff0c;memcmp的介绍 五&#xff0c;内存函数的模拟实现&#xff0c;以及一个字符串函数strstr的模拟实现 5.1memcpy函数的实现 5.2memmove的模拟实现 5.3memcmp的模拟…

19 QinQ技术(Vlan两层封装)

1 什么是QinQ&#xff1f; QinQ&#xff08;802.1Q-in-802.1Q&#xff09;&#xff0c;也叫做VLAN Stacking或Double VLAN&#xff0c;由IEEE 802.1ad标准定义&#xff0c;**是一项扩展VLAN空间的技术&#xff0c;**通过在802.1Q标签报文的基础上再增加一层802.1Q的Tag来达到扩…

Stream流常用操作

一、中间操作 中间操作是返回一个新的流&#xff0c;并在返回的流中包含所有之前的操作结果。它们总是延迟计算&#xff0c;这意味着它们只会在终止操作时执行&#xff0c;这样可以最大限度地优化资源使用。 1. filter(过滤) filter()方法接受一个谓词&#xff08;一个返回boo…

Vue.js条件渲染与列表渲染指南

title: Vue.js条件渲染与列表渲染指南 date: 2024/5/26 20:11:49 updated: 2024/5/26 20:11:49 categories: 前端开发 tags: VueJS前端开发数据绑定列表渲染状态管理路由配置性能优化 第1章&#xff1a;Vue.js基础与环境设置 1.1 Vue.js简介 Vue.js (读音&#xff1a;/vju…

每日一问-如何设置VS Code 中 Markdown粘贴图片的位置

VS Code内的markdown编辑器应该算是比较好用的&#xff0c;但是有一个问题一直困扰着我&#xff0c;就是在编辑markdown文件时&#xff0c;粘贴图片的位置问题。默认情况下&#xff0c;VS Code会将粘贴的图片放在markdown文件的同级目录下&#xff0c;这样会导致markdown文件的…

【代码随想录——回溯算法二周目】

1. 组合总和 var (path []intres [][]int )func combinationSum(candidates []int, target int) [][]int {path make([]int, 0)res make([][]int, 0)dfs(candidates,target,0,0)return res }func dfs(candidates []int, target int,tempTarget int,start int) {if tempTarg…

1、Introduction to Python【Python简介】

主要目的是回顾一下主要的Python基础知识&#xff0c;当作复习。 1、使用Type查看变量属性 a 10 print(type(a)) 2、向列表中加入元素 fam [lisa, 1.74] fam [emma, 1.79]# fam [lisa, 1.74, emma, 1.79] 3、删除列表中某个元素 del(fam[index]) 4、列表具有唯一性 …

ASP.NET MVC 快速入门(图文版)

今年是2024年了&#xff0c;没有多少人在ASP.NET 去做开发&#xff0c;都使用ABP框架 &#xff0c;不过我们仍然需要了解ASP.NET MVC 的一个开发流程 MVC概述 MVC是当前比较流行的WEB程序开发模式之一&#xff0c;ASP.NET MVC是.Net对MVC的一种实现。MVC&#xff08;Model View…

CobaltStrike渗透框架进阶之扩展脚本和MSF联动

CobaltStrike扩展脚本 扩展是Cobaltstrike一个极为重要的模块&#xff0c;它有效地丰盈了cobaltstrike的功能 选择菜单栏的CobaltStrike–>脚本管理器&#xff0c;点击load&#xff0c;然后选择cna扩展文件即可&#xff0c;旁边的unload为去除该扩展&#xff0c;&#xff…

【iOS开发】—— KVC

【iOS开发】—— KVC 一. KVC的定义key和keyPath的区别用法&#xff1a; 批量复制操作字典模型相互转化KVC的其他方法 KVC原理赋值原理取值原理 一. KVC的定义 KVC&#xff08;Key-value coding&#xff09;键值编码&#xff0c;就是指iOS的开发中&#xff0c;可以允许开发者通…

3D牙科网格分割使用基于语义的特征学习与图变换器

文章目录 3D Dental Mesh Segmentation Using Semantics-Based Feature Learning with Graph-Transformer摘要方法实验结果 3D Dental Mesh Segmentation Using Semantics-Based Feature Learning with Graph-Transformer 摘要 本文提出了一种新颖的基于语义的牙科网格分割方…

小程序怎么改名

经常有商家想要对自己的小程序进行重命名&#xff0c;改名可能是为了更好地与品牌形象以及业务相匹配&#xff0c;也可能是为了更好地吸引用户。那么如何才能更名呢&#xff1f; 一、准备几个新名字。 在决定改名之前&#xff0c;首先要确定几个新的小程序名字。为什么要准备…

CCF20231201——仓库规划

CCF20231201——仓库规划 代码如下&#xff1a; #include<bits/stdc.h> using namespace std; int main() {int n,m,a[1001][11],b[1001]{0};cin>>n>>m;for(int i1;i<n;i){for(int j1;j<m;j)cin>>a[i][j];}for(int i1;i<n;i){bool foundfals…

Excel必知必会

文章目录 基础概念数据格式选择区域内指定格式数据多行筛选数据转换数据格式固定首行和首列在滚动时一直显示指定列数据符合预期批量填充公式 函数VLOOKUP函数 基础概念 数据格式 文本&#xff0c;数值&#xff08;默认值0&#xff09;&#xff0c;&#xff08;逻辑值&#x…

ciscn2024(上传一下,有侵权什么的问题的话联系删除)

Web Simple_php 这个Simple_php一点儿也不Simple (⋟﹏⋞) 源码放这儿了&#xff1a; <?phpini_set(open_basedir, /var/www/html/); error_reporting(0);if(isset($_POST[cmd])){$cmd escapeshellcmd($_POST[cmd]); if (!preg_match(/ls|dir|nl|nc|cat|tail|more|flag…